5,590 Commits over 3,957 Days - 0.06cph!
cliffs LODs and Collider meshes
removed cliff test files
first definitive batch of coastal and inland cliffs
cliff shader improvements to the bias between macro and micro normal maps
Added contrast sliders to vertex color GB
backup shader/generic rock/cliff_field_b mesh and material
cliff shader update, made most properties visible
Added gradient ramp tinting to shader, uses R channel of packed spec map to source a second albedo
tweaks to shader (a touch of fresnel)
tweak, use global normal when creating the up vector
Added prototype cliff shader and test scene
tweaks to trucks and crane control panels placement
Moved crane control panel prefab folder above
Added RendererLOD instead of LODGroup
lowered gloss on floor grate material
added latest prefabs from Damian to level
blocker fix on excavator walkways
Terrain topology painting
Static trees colliders (monument specific)
terrain splat painting backup
optimized the gravel piles material
no sRGB on custom splats textures - re-adjusted Substance Designer output to match
quarry dump truck and digger colour changes
collapsed rocks quarry dressing
static ore nodes prefabs placement
flow fixes
LOD distances optimization pass
killed some lights to halve tricount
tweaks and backup before lootspawns
excavator cover dressing pass backup
excavator cover dressing pass backup
static searchlight intensity tweak (shouldn't be brighter than the sun)
excavator cover dressing pass backup
excavator cover dressing pass backup
excavator cover dressing pass backup
checklist progress backup
dunes model update + lod chain
chainlink fence 3x1 LODs/COLs/Prefabs
excavator scene update
prefab'd the rest of the excavator structure
pre set dressing scene organazing
excavators LOD files, Colliders files
placed splitter, updated railway placement and buckets
stairs across structure
excavator scene update (belts)
Added excavator cabins to excavator scene
conveyor belts texturing, vertex painting leftovers of core structure
scene2prefab excavator
removing not needed displacement map
Double doors rework - Now on separate unique texture sheets
skinnable asset files
converted all doors textures and mats to spec workflow