5,874 Commits over 3,895 Days - 0.06cph!
enabled batching on more art
removing overgrowth scene from scene to prefab 'loop'
Prefab nesting to preserve links and enabled batching on more props
Prefabed oilrig structures to make updates easier
Shadow proxies pass on oilrigs
removing old residential buildings prefabs
shadow proxies for residential buildings, prefabed residential buildings and variants from compound to make future updating easier
tweaking shadow casters on a handfull of prefabs
Shadow proxies for Vehicle folder content - static vehicles only
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Shadow proxies for Structures folder content
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Shadow proxies for Props folder content
zero'ed transform offsets on lootcrate prefabs for the gizmo preview to be correct again
Junkyard - more splat work
Re-enabled green card puzzle
Loot spawns - Terrain Blend map
Fixed stretched UVs at the bottom of sedan wreck-junkyard variants
More Junkyard work - surroundings - topologies
Ported fridge changes to HDRP_Backport branch - This will need S2P
Fridge door should be fixed across all locations now
More junkyard progress - reviewing LOD distances- scene organizing
Floodlights_B variant of Floodlights_A without concrete/terrain base
Alternate versions of Pipe_cover_left from the launch site for Junkyard
Junkyard - update with new prefabs
Re-applied bug fixes to trainyard and cave_entrance_a
Will need a S2P for caves
Junkyard terrain splats painting - composition/framing improvements
Added the shredder and crane to the new junkyard - terrain rework to integrate it better and allow for ample room around crane to maneuver
Adding Crane magnet and Car shredder from vehicle branch
Fixed some of the new junkpiles throwing NREs - Adjusted AI obstacles
Train tracks material links
Re-applying Bandit Town changes from main - Softcore and slot machines
Re-applying Compound changes from main - Softcore and terrain filters
Removed water visibility triggers from sewer_drainwall segments (from the scene this time)
Re applying change from main - power substations radiation disabled
Re-applying changes to procmap from main - tunnels scripts
Bugfix - triangle frame inserts were not socketed perfectly center of the triangle, leading to small gaps
reworked alpha channel of powerlines impostors to cope better with mipping
Removing extra neon lights in bottom stairwell prefab that may make double neon lights possible in that place under certain conditions
Repainted splats on entrance to ditch all grass - building rotation makes accurate painting impossible for now :P
bugfix for Top of Pylon LODing issue ticket + powerlines LOD2 UV bleed
bugfix for armoured door has double handles
bugfix for Pallet of boxes LODing issue ticket
bugfix re-exported wall.windows.bars.gibs with correct rotation
bugfix roadside electrical boxes culling distance extended for combat reasons
Dwelling prefabs props placement polish
fixed NREs with dwelling prefabs