5,400 Commits over 3,592 Days - 0.06cph!
added residential door to radtown houses
tweaked valpha on windows bar for a tad more oomph
created a residential hinged door from previous residential building door
powerlines ziplines prefab rebuilt
fixed cargo ship harbor container displaying further than the others
Implementing some of QA's first round of feedback on radtown redux
S2P
primitive colliders for generic doors and windows frames
building generic trims textures
generic door frame, window frame models, prefabs
updated radtown buildings
some walkways set model fixes (sg's, holes)
better staircases for radtown storage building large
s2p
extra rain gutter sizes, side of rahouse large staircase model/prefab
updated buildings, update scene
radtown gate ladder volume
radiation volumes, temporary loot spawns
initial cover pass on the outdoor
more splats/terrain tweaks
window size tweaks to facilitate jumping through in workers house
missing temporary collisions on carport
more splats/terrain tweaks
prefabed remaining of new building modular pieces, added temporary colliders
accentuated dirt paths on terrain to make them come through in procmap
rotated some doors for better flow in buildings
lowered some windows for better peek while crouched
updated monument, blend map, painting building topologies. Added bits of forest topology as a test for undergrowth
Improved flow in rahouse large, adding an exit point in the corridor
checkpoint hut, radtown gate greybox
greatly reduced AO factor on logistics warehouse garage door
generic door frames greybox (now part of a set)
replaced the doorframes on rad buildings prefabs
window frames for radhouse large
fully greyboxed radhouse large and radtown shed
first pass terrain sculpting and splat painting
added some trees to measure effect
fully greyboxed storage warehouse and storage building large
fully greyboxed worker house and master house
fixed metal roof tga not reading correctly
cutout in large rig floor LOD1 missing
small rig level3 LOD1 and 2 door cutouts
Added metal roof textures to radtown redux selectively
Ticked IsDynamic on rope ladder of the harbor1 crane
S2P
radtown basic splats, topologies and blend map painting, terrain anchors
radtown whitebox layout, perimeter estimate
added missing fishing net collider to harbor2 floating containers area
snow variants for checkpoint prefabs - was an outlier with roads having snow variants
revised draw distances down and set layer to world for cctvmicrophone, phone, cctv controls, notepad
resized cctv controls texture to 1024
lower reach for industrial buildings environment volumes on the ground floor in a bid to keep ground prefabs snow free inside
fixed roads prefabs snowy variants LOD2 using temperate materials
matched snowy roads color with snow splat
Harbor1: added a ladder volume on a container that should be climbable
Harbor1: removed weird islet on the side
enabled read/write on the sat tube convex mesh environment volumes
Added environment volumes to loot rooms in oilrigs to prevent snowy props indoors
Added environment volumes to portacabins to prevent snowy props in them
fixed floating barrel in small rig