5,482 Commits over 3,653 Days - 0.06cph!
fixed some netting collision between armor/basket
fixed incorrect metal albedo in LOD bake
HAB armor prefab with client/server distinction for colliders
specific collider mesh for HAB door
Added necessary backfaces to sheet metal roofs after the material was set to backface culling on, to prevent peeking
frontier skin models / gibs / colliders and texture atlases
Fixed thatched wall by roof side Z-fighting when placed side by side
softened side conditional colliders of brick roof to avoid block
fixed missing base color in a couple of materials
Added missing ambient light to festive garland window
fix for ramp/steps blocker
brutalist skin roof colliders tweak
merge from building_skins_3
updated roof conditionals models, gibs, colliders to fit whithin bounds of vanilla tiers
pumpjack static prefab - fixed ladder volume being too short
added single collider for the fuel engine as the global metal mesh collider is removed
added some missing box colliders on bones and rotated some for a better fit
Missing girder in bucket_excavator_arm_end_COL
Missing quad sphere tank in collider
fixed large oilrig interior collider issues
removed left-over helper mesh in export
aligned brick skin roof UVs proper
fixed brick skin spiral stairs zfight on highlight
Padding roof conditional colliders just in case
Brick Skin Gap in roof conditional
set left and right line brick roof conditionals to DeployableVolumeIgnore to allow wall underneath to be built
Fixed inaccurate colliders on L and U stairs brick
fixed hammer highlight not complete on brick foundations
improved brick skin roof LOD2 visuals
added pieces of trim on triangle roofs edges
Added some padding to the SC skin steps collider to prevent stuck between steps and ramp blocks
More lenient placement checks for large water catcher
Adding gibs for pickup_truck_c
Updated the shreddable pickup truck prefab
fixed gaps in oilrig interiors meshes
allow melee into the splash dmg fix colliders
getting rid of shadow proxies on objects where it didn't suit with the flashlight
getting rid of shadow proxies on objects where it didn't suit with the flashlight
attempting to fix unable to pick up item in LS
Blocked vertical access inside pigeon nest
increased draw distance selectively on some props in desert base dwellings
Added env volumes of type building in the walkable pipelines, incl LS pipes
Disabling underwater lab greeble in dwellings as they dont fit with walls
Adjusting the greeble prefabs left in the modules