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

3 Years Ago
3 Years Ago
Moved/Renamed content for clarity Removing unused content/cleanup
3 Years Ago
level asset files that got changed
3 Years Ago
re-linking slots in materials that have connections to old textures that will be deleted
3 Years Ago
Assigning correct terrain material to remaining scenes still using 'terrain4'
3 Years Ago
more sewer branch
3 Years Ago
grounds less floaty at sewer branch
3 Years Ago
Fixing some issues with shadow proxies on supermarket/sewers/gas station, mainly reverting to higher definition casters
3 Years Ago
re-linking severed tree prefabs in monuments
3 Years Ago
Tree minigame marker update all tree entities
3 Years Ago
cherrypicking jarryd's tree marker improvements
3 Years Ago
LS warehouse distant LOD backface culling off
3 Years Ago
fixed stone splat snow material biome tint tinting the snow and using old snow textures
3 Years Ago
Removed roadside wrecks from decor_v3 as it doesnt allow to do collision detection Moved roadside wrecks to the world stack prefab
3 Years Ago
cherrypicking #60488
3 Years Ago
merge from wipe2
3 Years Ago
procmap_debug test level - test bed for roadside wrecks backup
3 Years Ago
colliders read/write spam fix more LS/Powerplant debug shopkeeper item throw fix needed a second S2P because nested
3 Years Ago
Scene 2 prefab - prefabs only
3 Years Ago
repainted forest toplogy on swamps - slight rework on monument topology on swamp_c (the one with trail connections)
3 Years Ago
MT - More progressive environment volumes when entering/leaving tunnel entrance Attempt to fix collision leaving entering some caves Fixed Powerplant puzzle wires floating Fixed Sat dish offset on a dish3 LOD0 Added glass colliders to static workcart Cliffs and micro cliffs now check for powerline topology on top of road topology Roadside vehicles use aiobstacle to prevent animals running through them, also use terrain filters in an attempt to do collision detection when spawned Oilrig interior mesh uses the correct collider, import settings were incorrect for it, lengthened underwater pipes Attempt to prevent thrown items falling into shops at bandit camp LS - reworked terrain to make it cooperate with the underground tunnels better WTP - reworked terrain to help with fallen objects, fixed a gap with sewers tunnels that could lead to antihack kicking in
3 Years Ago
loot barrels gibs material override review
3 Years Ago
Workshop scene rework - cleanup
3 Years Ago
Workshop scene rework - progress backup
3 Years Ago
Adding old CraggyIsland back for programmers, artists, use the HD version
3 Years Ago
renamed CraggyIsland to CraggyIsland_HD
3 Years Ago
added water culling volume at trainyard sphere tank minor tweaks to barrel spawner
3 Years Ago
merge from backport
3 Years Ago
cliff overhang models/prefab
3 Years Ago
merge from backport/wipe1
3 Years Ago
merge from bug fixes branch
3 Years Ago
merge from backport branch
3 Years Ago
cliffs and microcliffs now perform checks against road topology collision
3 Years Ago
Scene to prefab all
3 Years Ago
fixed ability to jump inside covered ch47 fixed medium rock formation anchors pivot not being offset to scale right swamps, shrunk the water bodies to better fit procmap, avoid cases of floating water bodies fixed floating cliff at WTP and sharpened the terrain blend map around it crates at airfield display until network range as they are pretty much the only covers out there
3 Years Ago
re-setting LOD draw distances on power substations prefabs
3 Years Ago
electrical boxes and crates draw distances (must have gotten stomped during proxies) re-added sewer branch puzzle fixed rock clipping inside trainyard tunnel
3 Years Ago
delete and re-creating metas on vehicles and small rock clutter files (similar problem encountered with cliffs earlier)
3 Years Ago
Added prevent building volumes to roadside wrecks
3 Years Ago
reworked checkpoint2 area at airfield, fixed barrels spawns fixed floating water tower at wtp, intersecting rock inside sewer tunnel removing birch_medium_tundra harvestable tree from satellite dish in an attempt to fix NREs roadsigns are harvestable in sat dish fixed crane/rail block at trainyard by fully blocking the gap, attempting to get better electric wires rotating powerline posts (this is getting old)
3 Years Ago
Another attempt to make the cave_sewer_hard terrain cooperate on all seeds
3 Years Ago
bulkframe props chainlink fence now properly on transparent layer and double sided collider
3 Years Ago
loot barrels gibs material should match visuals
3 Years Ago
fixed collider gap in cargo ship deck wall
3 Years Ago
fixing cargoship style 2 containers covers zfighting/clipping
3 Years Ago
Compound - jiggling about prevent movement volumes to prevent access to getting stuck honey pots Awnings - added a custom collider, fixed collider being one way on cloth
3 Years Ago
LS - re-sculpting terrain around the drains to help prevent out of bound exploits on some rare seeds
3 Years Ago
Small oilrig fixes, powerplant fixes, excavator fixes
3 Years Ago
large oilrig bag of fixes
3 Years Ago
Scene 2 Prefab all