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5,998 Commits over 4,169 Days - 0.06cph!

4 Years Ago
test scene tweaks
4 Years Ago
Fixed campfire prefabs paths to models being broken, incorrect import settings Updated campfire prefab Removed old campfire art
4 Years Ago
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4 Years Ago
Integrated subway entrance in terminal Added a variation of subway bunker entrance prefab
4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
greybox materials
4 Years Ago
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4 Years Ago
tweaked new campfire emissive (curves/sat)
4 Years Ago
tweaked new campfire emissive (curves/sat) fixed typo in texture name
4 Years Ago
merge from main (catching the re-serializing train)
4 Years Ago
merge from main (catching the re-serializing train)
4 Years Ago
backup
4 Years Ago
merge from scientist barge
4 Years Ago
compound S2P
4 Years Ago
Updated marketplace and reclaim terminal locations in compound
4 Years Ago
final integration of marketplace/reclaim terminals screen UI
4 Years Ago
S2P bandit town
4 Years Ago
Updated the terminals of the marketplace to only include the screen text since the terminal is already part of the marketplace art
4 Years Ago
S2P bandit town
4 Years Ago
Bandit town - updating terrain to fit the new visuals of marketplace/reclaim terminals
4 Years Ago
Updated marketplace and reclaim terminal prefabs in Bandit Town, updated Bandit Lighting prefab
4 Years Ago
crunch compression
4 Years Ago
set dressing and polish around cave_procedural_entrance_c
4 Years Ago
cave_entrance_c LODs, hull, collider meshes some set dressing S2P relevant cave scenes
4 Years Ago
arid variant of cliff_low_arc_overhang added biome visuals version of the prefab in procedural cave entrances
4 Years Ago
better collisions for the cliff_low_arc_overhang type (used mostly on hapis and cave entrances)
4 Years Ago
Made cave exterior cliffs swap to arid versions when spawning in arid biome with BiomeVisuals fixed a whole bunch of environment volume transition quality ocean water doesnt pop in and out of view anymore when transitionning inside and outside caves overall polish
4 Years Ago
merge from trainyard_update
4 Years Ago
merge from coaling_tower_v2
4 Years Ago
updating coaling_tower LODs to reflect exit changes at all levels Made the exit path useable both directions rather than one way
4 Years Ago
fixed floating lights on the bridge collider for alternate exit flow improvements
4 Years Ago
Work in progress alternate exit route into the coaling tower
4 Years Ago
S2P
4 Years Ago
Fixed floating puzzle electric wire in LS
4 Years Ago
fixed incorrect matID on Hvac_exhaust in oilrig
4 Years Ago
fixed some powerline lod popping distances tweaks fixed darker appearance inside vs outside on last lod
4 Years Ago
fixed some more casters
4 Years Ago
bespoke shadow proxy models for space_center_office_bld a/b/c
4 Years Ago
bespoke shadow proxy model for space_center_roof_module
4 Years Ago
coaling tower culling distance change added door at the end of the suspended walkway
4 Years Ago
merge from main
4 Years Ago
removed shadow proxies from garage doors, use renderer
4 Years Ago
Fixed flickering decals on tower (depth bias issue)
4 Years Ago
import settings fix for coaling tower colliders
4 Years Ago
S2P
4 Years Ago
fixing a bug with coaling tower LOD3.. coming from an other prefab S2P trainyard
4 Years Ago
Fixed stray barrel spawnpoints in Trainyard