5,587 Commits over 3,957 Days - 0.06cph!
door.hinged.elevator_inside_door_office prefab
updated simple vertical elevator prefab
elevator_office_lift.static prefab
updated simple vertical elevator prefab
made a working elevator shaft based on underground tunnels for NMS
fixed cliffs clashing with interior pieces
offset on terrain anchors
NMS Procmap setup
Terrain topologies and blendmap setup
S2P
cliffs and rocks dressing
terrain adjustments
Moved prefab head to origin, zeroed all sub categories to stay on the grid
lowered bunker entrance corridor segment by 6m
added cliff prefabs around the timber mine entrance of cave_large_hard to help procmap cope, cope, cope
updated prevent movement collider on cliff_medium_sloped_L
fixed incorrect setup on scrap_searchlight_static
Fixed small oilrig source pipes not going into the seabed
Added a proper collider for it as it still relied on a LOD mesh
custom map world stack exception, allow arid rock formation into lake topology
Added extra volcanic biome to a branch of the island to serve as pyroclastic flow/arid biome for arid monument to spawn elsewhere than the crater. Also prevented unwanted spawns inside crater by marking it as 'Lake'
lava lake model/material and flow map
adding diogo's standard flow shader <3
Caldera map solid baseline build
prefab'd the custom map world setup stack
reduced island altitude by 10%, this might help with some monuments
flattenned the crater lava area, this will allow arid monuments to spawn in the crater
volcano hill is smoother
fixed the world setup stack
residential buildings prefab include glue meshes
road prefabs - some more overgrowth dressing
glue for cemetery fence
tweaked decals opacity
fixed offset on town square collider
fixed some holes left behind in residential buildings LOD2's
attempt to fix terrain trigger in cave_large_sewers chimney
visual improvements around scientist mission giver npc (stands out better)
made trees and signs harvestable in monument
updated slide decal
graveyard walls - added a damaged segment for compound
compound progress backup
killed shadow proxies on cave segments - needs deep S2P
added some extra sentries to cover exits
extra dressing
biome splat fixes
splats polish for paper map readability
fixed some zfighting on rails
scientists NPC patrols
HLOD update
fixed a custom vertex normal glitch on road 27x15
disabled shadow casting on new road segments, fixed some floating decals