5,400 Commits over 3,592 Days - 0.06cph!
car wrecks spawn on roadside, temperate and snow variants
added arid road grass clutter (was using temperate)
Added two new roadside junkpiles types (pickup and compact car) Roadside junkpile vehicles now have white paint to differentiate from roadside rusty cars (without loot in them)
Updated decor.v3
Fixed arid cliffs materials not having biome tint on anymore, tweaked arid rock splat tint to better match
Balanced LOD and SLOD cliffs atlases and rock08/terrain rock and stones albedo to better match
Lowered AO on LOD0 Temperate Cliffs to reduce popping
Cliffs LODing distances remap on baked LOD and SLOD (felt too close)
pickup truck - adding 4 variants with LODs/Colliders/Prefabs for 7 colors total
pickup truck - removing test mesh
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compact car - adding 4 variants with LODs/Colliders/Prefabs for 7 colors total - fixed paint mask tinting underbody paint
compact car - removing test mesh
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Loot barrels - fixed display texture resolution problem
Took the opportunity to refresh textures a tad
Fixed import options calculating normals instead of importing them, caused seams
pivot of industrial_door_a_a gibs uses root transform instead of hinge transform
Adding gibs for industrial_door_a_a
Upped the texture res a notch if to be used as deployable
new bg vehicles files backup 4 branch hop
Re-textured sedan vehicle
Junkyard v2 progress - laid out trail paths and perimeter fences/barbwire
New road no pavement pieces for 22.5 and 45 degree bends
Boarded up chainlink fence prefabs (variation of originals)
Junkyard mounds uvs improvements
Removing old junkyard mounds files
Junkyard v2 new mounds meshes/colliders/prefabs
Created better trail connections to excavator monument
Updated gravel piles
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Fixed cliffs SLOD material and prefabs
Re-exported the overgrowth models with up facing vertex normals for grasses and custom normals for bushes
Fixed a bunch of corrupted materials
Updated Savas levels (mostly material re-assignments, some prefabs relinked)
Sphere tank radtown refresh end
Satellite dish changed to radtown
Satellite dish terrain splats
WIP Satellite dish terrain sculpt
WIP Satellite dish terrain sculpt
New sewer set pieces for SatDish scene
WIP Satellite dish level refresh
WIP Satellite dish level refresh
Redesigned Airfield outdoors to make nicer road connections to rest of the map
Added some trail path connections to trainyard
Redesigned Sewer branch outdoors to make nicer road connections to rest of the map
Refreshed Craggy Island to use the same workflow as the other new maps for concistency
Adding old rocks back as a temporarily to help with hapis rework
Redesigned Military Tunnels outdoors to make nicer road connections to rest of the map
Stables_b dressing tweak to avoid clipping by the openned gates (feel free to revert, it's a one sec change)
Openned the horse box gate, updated colliders
Re-enabled collider in prefab
Work in progress rework of Military Tunnels road connections
Monuments splats rework, mainly to make roads display on the map in the same splat as the procedural roads. Improves player map concistency across the game
Reworked railroad ends in monuments to soften their transition out
New ending piece for the train track set
Taking in the updated train track textures from hdrp
Fixed some road connections types being set to road instead of trail
Fixed floating decor on trainyard hill
More references cleanup from deprecated models
Underwater rock scene review