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5,400 Commits over 3,592 Days - 0.06cph!

3 Years Ago
More partition wall variants + prefabs Made the legs longer for the lab modules to reach seafloor more easily updated modules to latest artwork pre-LODs
3 Years Ago
Underwater labs art - first pass, unoptimized
3 Years Ago
manifest
3 Years Ago
Added the stations and cctv setup to tunnel entrances
3 Years Ago
computer station static (had to manually add here to work on it as original commit contains a merge) Feel free to ignore this commit when merging save to main
3 Years Ago
Added missing bench collision to stairwell_bottom_360
3 Years Ago
created some demo layouts of the underwater labs
3 Years Ago
Final art for the bottom stairwell 360 pieces, dressing
3 Years Ago
backup
3 Years Ago
Detail greybox models for underwater labs
3 Years Ago
Added a doorway condition piece for tubes between modules Added dungeon and environment / water volumes to the modules Basic UVs for scale
3 Years Ago
Adding greybox models and prefabs for underwater labs procedural modules and conditionals Pre-placed sockets for condtional meshes and links between modules
3 Years Ago
flow fixes
3 Years Ago
countryside bunker entrance - 3 extra dressing variations
3 Years Ago
fixed cctv and computer station offset
3 Years Ago
Added water surface culling to bunker entrance as the direct well may show it close to shore Ladder volumes, food crate spawners, bunker hatch uses rendererlod, smaller alpha carve surface Lowered the bunker entrance 25cm to match the 3m grid down Updated dungeon_grid_test, entrance scenes Removed old entrance autospawn (still available as a manual placement inside monuments) Created a static variant of computer station, although this will need work still
3 Years Ago
fix for AI navmesh issue at giant excavator (collider)
3 Years Ago
Bunker hatch rig / controller
3 Years Ago
manifest
3 Years Ago
Bunker hatch animations and door prefab setup
3 Years Ago
Updated bunker hatch textures with some polish
3 Years Ago
Bunker hatch model/textures/colliders
3 Years Ago
countryside bunker entrance final art - models and prefabs
3 Years Ago
countryside bunker entrance WIP art and dressing setup
3 Years Ago
greybox meshes for countryside bunker entrance
3 Years Ago
Greybox pieces for experimental 180+ degree stairwell
3 Years Ago
Fixed several issues arising from not enough anchors on some cliff prefabs, leading to holes
3 Years Ago
Fixed gap between cliffs at ice_lake_4
3 Years Ago
Fixed scrappile LOD1 missing backfaces
3 Years Ago
Staggered LOD distances on the gas station buildings to avoid pop Gas station S2P
3 Years Ago
merge from main
3 Years Ago
Lowering snow_ore population to 1000 Bumping arid_ore population to 1750
3 Years Ago
Fixed shadow proxies on train wagons
3 Years Ago
Scene2Prefab all - prefabs only
3 Years Ago
changing default display on sapling_conifer_small to temperate
3 Years Ago
Better sewer branch blend map
3 Years Ago
festive xmas wreath holly floating fix
3 Years Ago
rocket_crane lift is r/w enabled again
3 Years Ago
fixed a segments of cave_sewers_hard not being linked inside culling volumes
3 Years Ago
replaced static signs with harvestable ones in junkyard
3 Years Ago
relinked some broken nested prefabs
3 Years Ago
created a bespoke spicebush mat for temp overgrowth with wind params that dont clip walls
3 Years Ago
supermarket - fixed some zfighting with pavement
3 Years Ago
fixed floating stone corner at water_well_a
3 Years Ago
sewer branch - painted some road topology to avoid cliffs spawns close to connection
3 Years Ago
extra terrain anchor for cliff_double_height_d
3 Years Ago
Cliffs use a collider for shooting one and for walking/thrown objects - solves a large amount of conundrums one collider alone cannot solve
3 Years Ago
committing some missing metas
3 Years Ago
Arid cliffs - more accurate colliders