6,046 Commits over 4,199 Days - 0.06cph!
fixed a bunch of prefabs with double mesh lod script dancing around
killed shadows on some facade clutter
custom shadow proxies for apartment block building exterior
removed meshcull scripts from newly added shadow proxies as it messes with them at runtime
kiosks and accessories shadow pass (might need to revisit to tweak casters if artifacts/acne)
first large pass on shadow proxies and shadows disable across monument, apartment complex B and a bunch of props, road and floor prefabs
fixed apartment_b_concrete_mixed_slab
some more set dressing, some foliage culling around the marketplace to aerate a bit
material tweaks to sign
increased monument radius slightly as that caused some issues inserting in procmap
fixed bunch of topology/splat leftovers
apartment complex S2P
fixed carpark_e LOD2 not displaying the right baked material/UVs
More set dressing around the outskirts of the monument
HLOD updated
S2P
more terrain height polish and splat painting
pushed set dressing density around the streets and secondary buildings
Added environment volumes for the apartment type B interior corridors
apartment_complex_1 s2p
tweaked central oak for better fit in market place
near final splat painting
plugged the holes in apartment complex LOD2's windows inb4 rebaking LOD from multiple sources
fixing some flow issues on the damaged side of the apt building
Adding HLOD to apartment_complex_1
fixing some terrain topos, repainting a proper blend map for terrain
resetting this silly dofexposer asset that saves with local tweaks to camera
removing decorative skull from flat medium as it throws errors
cleaning a bunch of missing references in the level and in project art prefabs
cleared a prop from clipping in basement flat
overgrowth set dressing polish, hiding/pruning foliage where not needed
updated the building topology and added a collider for tree guards
adding art for tree_guard_fences, prefabs
some splat repaint to fit the ground below trees
adding models and final prefab for the nova apartments sign
added renderer batch on new bench prefabs
some tweaks to scene
untangled changes from erik's prefab and changes from this AM
some visual tweaks to bench_b
adding more decorative benches to replace the large bulky one
replaced the old one with new ones in scene
also plugged some doorways in the apartment_b prefabs
prefabed camping cooker and added colliders
changed model to prefab in small apartment
more set dressing progress in streets
set dressing push on marketplace
optimised the rentable shops a bit by removing props mostly sunk in the ground or barely visible
tweaked marketplace electric wires, general polish before attacking other areas
unfucked some smoothing groups on the demolished side of apartment building
re-organised marketplace lighting objects into a lighting layer - not made external yet
some more marketplace work
some more marketplace, rejigged trees to produce a bigger focal point
marketplace set dressing - some more iterating, more work needed on front street end
marketplace set dressing backup
moved props layer away from the street
furnished bathrooms in apartments with latest set
low fences LODs and updated prefabs
removed the interior concrete lip from the apartment core facade
Adding low fences LOD0's
Updated playground fences
apartment complex scene update, more refinement around playground area
playground sandboxes and border meshes + prefabs
quick level save before playground area start
placed the new bed prefabs into apartments, removed temp ones
tweaking the radtown gate prefab and materials to solve pink shenanigans
radtown s2p
closing holes in some apartment complex exterior meshes
some extra polish on the set dressing damaged wing of the building
toned down vertex color and alpha on glass
Harbor_2 altered the path of cargoship to allow for a wider corner on exit
Harbor_2 s2p