658 Commits over 3,561 Days - 0.01cph!
bugfix re-exported wall.windows.bars.gibs with correct rotation
bugfix roadside electrical boxes culling distance extended for combat reasons
overgrowth materials color tweaks
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Loot barrels - fixed display texture resolution problem
Took the opportunity to refresh textures a tad
Fixed import options calculating normals instead of importing them, caused seams
pivot of industrial_door_a_a gibs uses root transform instead of hinge transform
Adding gibs for industrial_door_a_a
Upped the texture res a notch if to be used as deployable
Improved map readability of grid and grid markers, roads and trailpaths
PressButton now has backplate polygons
Player PaperMap new color scheme
Shifted the wire input box to look inside the elevator shaft to avoid anymore building components clashes
lift shaft poles model now looks continuous
Fixed getting stuck in large fishing village building via roof
Cherrypicking a texture change for main
Fixed a gap on sheet metal doorway frame
padded the metal door vertically a notch as well to fit better across all tiers.
fix for static waterwell too
Closed Boat engine socket mesh holes
Fixed riverflow direction in materials
fix sedan_a_wrecked was using the painted variant material and not the wrecked one
Removed trail paths from junkyard
S2P Junkyard
Road material fixes for Savas, Savas koth and Hapis
Made glass opaque on some static doors with glass
Fixed missing colliders on music stage speakers
Added music stage back to compound level
Truck models/prefabs submesh fix
Moved music stage out of compound scene into a nested prefab
Added a music stage to compound chill zone with a few static instruments
merge from LOD_Optimizations_Excavator_Fix
merge from LOD_Optimizations
30% darker albedo on tier2 metal doors
Fixed sheet metal double door mirroring
Enable read/write on a few textures that spit errors on build server
Fixed sheet metal double door mirroring
Enable read/write on a few textures that spit errors on build server
Palm trees helicopter fix
Mil. Tunnel electric wires work backup
Harbor2 and Launch Site electric wires work backup
removed the errant wood beams from water junk piles
alternative big_button model without cable
Updated HAB prefab with gibbable script on deflated balloon
Fixed basket gibs outputting convex collider errors
Adding deflated balloon gibs
Fixed HAB basket gibs using balloon gibs
Fixed a corrupted texture's alpha channel
fixed bulkframes prevent movement cargo ship style2
SAM Site model/guide/collider tweaks - closing off base