5,772 Commits over 3,804 Days - 0.06cph!
launch_site dressing update / scene2prefab
telephone models/prefab/textures
launch_site cleanup / scene2prefab
launch_site cleanup / scene2prefab
magnetic tape shelves models/cols/prefabs/textures
launch_site dressing update
file cabinets models/cols/prefabs/textures
grass displacement around ore nodes
terrain grass is 10% shorter
rocks in temperate biome are grey again
Make gibs reflect current stage picked
Tweaks to ore nodes:
-Increased brightness to stand out more
-Sulfur nodes show a more distinct yellow hue
-Metal nodes show more oxydization
-Stone nodes are overall more desaturated, more grey to stand out against other nodes
-Added Gibs models for every node picking stage (to be implemented later @helk)
-Snow biome nodes should be more visible and easier to differentiate
-Nodes are overall slightly smaller
-Cave ores are much smaller
office dressing end
office rooms vertex painting pass + baked .assets
scene2prefab
office dressing backup
scene2prefab
prefabs, additional small desk
office furniture greybox base models
ore nodes new files & prefabs
Detailed stair colliders, tiers variations
Disabled the 2 east lifts in launch_site
tundra small rocks no longer have moss (they also show in desert biome)
rock collectables are a tad larger
placed some temp safeguards in the lift at rocket factory
disabling shadow casting on far rocks
testing rock_formation_f export without flatten hierarchy
Attempt to fix rock formation offset
Rocket factory helicopter didnt cull - fixed
Slight quality of visuals tweaks on the Rocket at launchpad (was too degraded, popping)
Optimization pass - Reducing shader complexity and texture memory consumption on many environment assets LODs
sealing on of the lift doors to avoid falling to death
removed some static road bits before airfield entrance
Re-painting airfield alpha splat
RUST-1711 - invisible wall / blocker / fix attempt
RUST-1726 - Missing walls / floor at military tunnels
A whole lot of dressing optim and distance tweakage
static doors differentiate from normal doors in texture (burnt/dirty)
static doors remaining doors version