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5,107 Commits over 3,469 Days - 0.06cph!

1 Hour Ago
level update, s2p
1 Hour Ago
workers_house building - final models, colliders, prefabs
2 Days Ago
workers house latest wip
3 Days Ago
merge from main
4 Days Ago
worker house wip files
13 Days Ago
backup latest wip
13 Days Ago
backup - materials wip for worker house and mapping wip
14 Days Ago
added residential door to radtown houses tweaked valpha on windows bar for a tad more oomph
14 Days Ago
created a residential hinged door from previous residential building door
14 Days Ago
powerlines ziplines prefab rebuilt
14 Days Ago
fixed cargo ship harbor container displaying further than the others
14 Days Ago
Implementing some of QA's first round of feedback on radtown redux S2P
14 Days Ago
primitive colliders for generic doors and windows frames
15 Days Ago
radtown scene update
15 Days Ago
building generic trims textures generic door frame, window frame models, prefabs updated radtown buildings
21 Days Ago
some walkways set model fixes (sg's, holes) better staircases for radtown storage building large s2p
22 Days Ago
extra rain gutter sizes, side of rahouse large staircase model/prefab updated buildings, update scene
22 Days Ago
rain gutters set greybox
22 Days Ago
radtown gate ladder volume radiation volumes, temporary loot spawns initial cover pass on the outdoor
23 Days Ago
more splats/terrain tweaks window size tweaks to facilitate jumping through in workers house missing temporary collisions on carport
23 Days Ago
more splats/terrain tweaks
23 Days Ago
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
23 Days Ago
latest topologies
23 Days Ago
updated monument, blend map, painting building topologies. Added bits of forest topology as a test for undergrowth
24 Days Ago
Improved flow in rahouse large, adding an exit point in the corridor
24 Days Ago
checkpoint hut, radtown gate greybox
24 Days Ago
manifest
24 Days Ago
greatly reduced AO factor on logistics warehouse garage door
24 Days Ago
generic door frames greybox (now part of a set) replaced the doorframes on rad buildings prefabs window frames for radhouse large
27 Days Ago
some biome touch
27 Days Ago
fully greyboxed radhouse large and radtown shed first pass terrain sculpting and splat painting added some trees to measure effect
27 Days Ago
fully greyboxed storage warehouse and storage building large
30 Days Ago
fully greyboxed worker house and master house
31 Days Ago
merge from main
34 Days Ago
fixed metal roof tga not reading correctly
34 Days Ago
oilrig_1 S2P
34 Days Ago
cutout in large rig floor LOD1 missing
34 Days Ago
small rig level3 LOD1 and 2 door cutouts
34 Days Ago
Added metal roof textures to radtown redux selectively
34 Days Ago
merge from main
35 Days Ago
Ticked IsDynamic on rope ladder of the harbor1 crane S2P
36 Days Ago
tags on files
36 Days Ago
radtown basic splats, topologies and blend map painting, terrain anchors
36 Days Ago
radtown whitebox layout, perimeter estimate
37 Days Ago
harbor 2 s2p
37 Days Ago
added missing fishing net collider to harbor2 floating containers area
37 Days Ago
s2p all
37 Days Ago
snow variants for checkpoint prefabs - was an outlier with roads having snow variants
37 Days Ago
revised draw distances down and set layer to world for cctvmicrophone, phone, cctv controls, notepad
37 Days Ago
resized cctv controls texture to 1024