658 Commits over 3,561 Days - 0.01cph!
Updated Workshop scene to have night time lighting
updated diesel_collectable prefab
re-applied a bunch of barrel stuff, added a specific label for oil, re-applied the label for diesel barrel
reworked padding on oilrig trims, disabled crunch compression (texture only changes)
oilrig trims textures - reduced noise over painted variants
merge from collision meshes as shadow fix
merge from 'generic texture improvements'
contains generic barrels and forklift re-texture jobs too
merge from building_skins_4
Added translucency to corn plants
merge from building_skins_3
fixed water_drum_b shadow proxy not being deleted
merge from main/building_skins_3
merge from main/building_skins_3
merge from shipping container props update branch
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enabled shadow casting on LOD0,1 of codelock
Re-exported keypad models with correct vertex normals on all LODs
Texture meta tweaks, lightbulbs are transparent again, LOD distance tweaks
fixing broken path to prefabs inside junkpiles
Fixed gap allowing LOS access in coaling tower exit corridor
Removed un-harvestable tree entities from giant excavator scene
Attempt to fix hole in terrain of cave_large_hard - couldn't check the exact seed as procedural map changed since report
fixed powerline_poles baked LODs vertex normals producing incorrect lighting rendition
doubled geo and culled backfaces on material
Adding more building topology in desert military bases to prevent undesired HAB spawns
Fixed hole in checkpoint_single_rural mesh
Fixed the missing deferred decal script on the prefab
This will need S2P
Attempt to fix invalid splats for cave_large_sewers
fixed powerlines baked LODs displaying backfaces on doublesided geometry
fixed incorrect material ID assignments on hvac_exhaust prefab
Fixed gate external stone gates displaying incorrectly at a distance
Powerplant greencard skip fix (fixed inside the existing external prefab) - this will require a S2P later on
Adding barbwire parts back into LOD1 for stone wall and stone gate so players on lower settings are aware of them
Changed one of the dweller prefab family to be deep corners in module_1200x1500_1way_moonpool
Changed dweller prefab family to be deep corners instead in module_900x900_2way_moonpool
Fix for blocked loot on bunkbeds, collider was set to convex
Added normal crate spawners to 1/5th of dwellers prefabs
Added a normal crate in each moonpool
Moved about some of the normal crates added in T2 puzzles
Collider info'd to 'Nothing' flag dweller and loot spawners sphere colliders used to trigger respawn of puzzles
Added a collider to dweller spawngroups so they reset as expected
Fixed a blocker due to dweller spawn in moonpool 1 way
fixed a hole in some partition wall meshes
Flow fixes to dwellings, fixed some trash clipping out bases
Fixed toilets not being mountable
Fixed mic in crew quarters not mounting
fix for AI navmesh issue at giant excavator (collider)
Lowering snow_ore population to 1000
Bumping arid_ore population to 1750
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Fridge door should be fixed across all locations now
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
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