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

4 Years Ago
more art work - some polish
4 Years Ago
prepare prefab on elevator door scene to prefab entrance
4 Years Ago
manifest
4 Years Ago
Entrance mesh sign Adding elevator animated door Nesting the new hinged door into stairwell prefabs Changed a few doors and light prefab types for Damian
4 Years Ago
readying the connection to train platforms
4 Years Ago
vertex painting progress
4 Years Ago
vertex painting progress
4 Years Ago
test map backup
4 Years Ago
raised lift button box to be easier to use updated call buttons positions in lift prefab
4 Years Ago
added missing elevator call buttons to 1200 segments
4 Years Ago
detail pass on stairwell elevator model
4 Years Ago
Removing unused stair pieces prefabs
4 Years Ago
More temporary colliders for playtesting
4 Years Ago
Initial lighting pass to stairwells - Added static and hinged doors - more prefab nesting Temporary colliders
4 Years Ago
progress on stairwell and entrance meshes
4 Years Ago
fixed a small offset in corridor_stop_transition_b
4 Years Ago
updated entrance prefab link in tunnel entrance scene to fix the materials display
4 Years Ago
progress on stairwell and entrance meshes
4 Years Ago
updated corridor_stop_transition prefabs to reflect changes added stairwell_bottom_90 to help with the corridors placement overall progress on meshes
4 Years Ago
tunnel corridor pieces textured and vertex painted - awaiting LODs
4 Years Ago
Tunnel corridor and stairwell detail greybox complete
4 Years Ago
reworked the stop_transition_tunnel piece and prefab to rely on the new meshes and minimize its size added stairwell_top piece, refined corridor pieces further
4 Years Ago
refining greybox set - stairwell and surface building
4 Years Ago
overgrowth materials color tweaks
4 Years Ago
adding stairwell elevator, refining other pieces
4 Years Ago
shortened the stairwell bottom piece transition tunnel by 1.5m to make it 6m from pivot
4 Years Ago
train tunnels stairwell pieces greybox and test scene
4 Years Ago
More junkyard set dressing
4 Years Ago
junkyard level design progress junkyard car stacks prefab collection extra materials for gas station extension rusty variant
4 Years Ago
Manifest
4 Years Ago
overgrowth scene backup
4 Years Ago
van roadside junkpile
4 Years Ago
procmap roads van wreck prefabs
4 Years Ago
Van vehicle prefab variants
4 Years Ago
Van vehicle files - models/colliders/textures/materials
4 Years Ago
Sat Dish exit road a notch longer for seamless connection with procroads
4 Years Ago
Relaxed the filter settings on Harbors as they would not find spots on custom maps due to the denser topologies (dropped cliffs/cliffside)
4 Years Ago
Re-organized autospawn monument folders to work for both procmap and custom map monument nodes Re-worked all custom maps Arid and Snow biome. Grass proportion greatly decreased Large and Medium size monument inserts spread less far, reducing the plains size around these monuments Ocean side spreads further away, this fixes underwater rock formations spawning in too little water depths Thinned out forest topologies to reduce coverage Swamps and Icelakes added into world_setup_v3 Removed some unused monument node prefabs (icelakes and swamps) as they are spawned using old method Tweaks to ocean material, namely opacity changes, felt too thin, also increased foam Stables Monuments dont export biome
4 Years Ago
Removed Procmap road materials albedo tint (broke monument roads matching)
4 Years Ago
Lower AO factor on rock formations materials, match shore wetness from cliffs Shrunk rock formations' terrain splat set radius S2P Stables to update materials Fixed sand dunes material being funky Sat Dish road goes off at an angle to avoid intersections
4 Years Ago
Manifest
4 Years Ago
Scene2Prefab
4 Years Ago
Re-applied changes to scenes from main
4 Years Ago
merge from main
4 Years Ago
Backported some layout changes from cave_small_hard from main Tweaked rock_flat albedo
4 Years Ago
Caves terrain review + S2P
4 Years Ago
Scene2Prefab
4 Years Ago
Manifest
4 Years Ago
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4 Years Ago
Shore wetness reduced on cliffs (Reduces LOD2-LOD3 popping), albedo multiplier reduced on cliffs and terrain