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5,765 Commits over 4,018 Days - 0.06cph!

5 Years Ago
matching main ore population proportions
5 Years Ago
Cliffs rely on another combination of topology to block rather than decor as that led to missing detail around them. Swamps and swamp trees now require additional conditions to spawn as they share the topology, so updated swamps and bandit camp topos
5 Years Ago
Cliffs rely on decor topology to block each other as other topologies had a negative impact on ore spawns
5 Years Ago
re-enabled particle accum layer on snow ores mats
5 Years Ago
fixed pickup truck collider not letting you reach loot inside the engine bay
5 Years Ago
Fixed Supermarket splats being mostly grass even indoors
5 Years Ago
Darkening rock splat moderately in temperate and slightly in tundra to suit terrain cliffs lighting conditions better at sunrise and sundown
5 Years Ago
Deleting HDRP folder in lighting prefabs
5 Years Ago
Removing the water from sewer branch canyon in case monument spawns canyon under sea level
5 Years Ago
Shore wetness adjustments on medium rock formations - was too high
5 Years Ago
Created custom meshes for temperate and arid cliffs to serve as AddToHeightMap proxy - This greatly reduces foliage growing on the cliffs walls
5 Years Ago
Caves shadow proxies and prefabing
5 Years Ago
Large Rock formations prefabs and spawn pops Beach medium rock formations now show on procmap Edited World Setup
5 Years Ago
Bunker room scene - prefabed the bunker room externaly and made variant prefabs where suitable Setup shadow proxies for bunker rooms
5 Years Ago
Scene 2 Prefab all
5 Years Ago
enabled batching on more art
5 Years Ago
removing overgrowth scene from scene to prefab 'loop'
5 Years Ago
Prefab nesting to preserve links and enabled batching on more props
5 Years Ago
Scene 2 Prefab
5 Years Ago
Shadow proxies - part 6
5 Years Ago
Shadow proxies - part 5
5 Years Ago
Prefabed oilrig structures to make updates easier Shadow proxies pass on oilrigs
5 Years Ago
removing old residential buildings prefabs
5 Years Ago
shadow proxies for residential buildings, prefabed residential buildings and variants from compound to make future updating easier
5 Years Ago
tweaking shadow casters on a handfull of prefabs
5 Years Ago
Shadow proxies - part 4
5 Years Ago
Shadow proxies for Vehicle folder content - static vehicles only
5 Years Ago
Shadow proxies for Structures folder content
5 Years Ago
Shadow proxies for Props folder content
5 Years Ago
More junkyard work
5 Years Ago
decor_v3 prefab tweaks
5 Years Ago
zero'ed transform offsets on lootcrate prefabs for the gizmo preview to be correct again
5 Years Ago
Junkyard - more splat work Re-enabled green card puzzle Loot spawns - Terrain Blend map
5 Years Ago
Fixed stretched UVs at the bottom of sedan wreck-junkyard variants
5 Years Ago
More Junkyard work - surroundings - topologies
5 Years Ago
Ported fridge changes to HDRP_Backport branch - This will need S2P
5 Years Ago
Fridge door should be fixed across all locations now
5 Years Ago
More junkyard progress - reviewing LOD distances- scene organizing
5 Years Ago
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
5 Years Ago
Re-applied bug fixes to trainyard and cave_entrance_a Will need a S2P for caves
5 Years Ago
Junkyard terrain splats painting - composition/framing improvements
5 Years Ago
Added the shredder and crane to the new junkyard - terrain rework to integrate it better and allow for ample room around crane to maneuver
5 Years Ago
Adding Crane magnet and Car shredder from vehicle branch
5 Years Ago
Fixed some of the new junkpiles throwing NREs - Adjusted AI obstacles
5 Years Ago
S2P all
5 Years Ago
Manifest
5 Years Ago
Train tracks material links
5 Years Ago
Re-applying Bandit Town changes from main - Softcore and slot machines
5 Years Ago
Re-applying Compound changes from main - Softcore and terrain filters
5 Years Ago
Removed water visibility triggers from sewer_drainwall segments (from the scene this time)