5,482 Commits over 3,653 Days - 0.06cph!
static rope ladders set - models and prefabs
Set volume of train tunnel entrance in terminal to No Sun
Added some shadow proxies to level to block sun bleeding in interior
Salvo of bugfixes for ferry terminal
fixed sliver gaps in floor conditional, potential fix for shadowing artefacting too
Stairs spiral - Moved collider to parent
enabled forceVisible flag on SC skin RendererLODs
Added rendererbatch components where it made sense
Fixed SC rocket splash damage issue related to wall corners
Stairs spiral landing conditionals - Moved collider to parent, set models to server cull
shipping container skin floor and triangle floor conditional models for exterior display
prefabs setup
merge from ModelConditionTest_Outside_Inside
unpacked model prefabs in SC skin prefabs (applying prefab overrides)
fixed see through aspect on metal concave roofs
more accurate SC roof top line collider
LOD1 tweak
armored window bars collider rework
SC skin wall.window touch up
fixed vehicles being able to clip through SC foundation - this was due to vehicles not calculating conditional meshes colliders
fixed wall.right LOD3 being off
Fixing offsets/rotations in foundations on some tiers to unify the system to the same pivot location
fixed an incorrect gib assignment for adobe foundation wall
fixed SC skin roof top line models clipping into walls above it
fixed incorrect floor gibs on metal foundations
better gibs for stone ramp
set culling off on plywood material to fix leaky shadow maps at lower settings
some tweaks to floor colliders
refreshed stone wall frame LOD0 to be higher detail
better creation gibs for Floor frames
better creation gibs for Wall frames
removing tga color lookup in favor of png
tweaked colours to be more vibrant and varied
separated glass from rest of the meshes - ferry terminal exterior and interior building
fixed triangle foundation and floors stairs sockets being offset VS square blocks
added DeployableIgnore layer to SC skin stairs landings
fixed floor frames/wall frame gibs material glitch - thanks 3dsmax ~]#£$%
Tweaked inside sockets range to help with placement - it seems most values are picked at random, possibly from cloning old prefabs as a base. A value of .150 seem to ease placement on most surfaces
creation gibs overrides and some adobe creation gibs polish
added specific destruct gibs for top tier foundation wall
merge from building skins 3
final pass on SC textures
shrunk the barrels apsule colliders slightly as to not block player movement
added colliders on top roller
added prevent movement volumes to avoid getting stuck in the track space
moved barrels that were intersecting quarry
specific adobe skin construction gibs models
specific destroy gibs for armored stair landings
fixed some wood tier gibs transform rotation
more texture polish to SC skin interior wood
revamped plywood texture for SC skin - brighter, more familiar with metal tier
all inside walls get colour
Updating quarry deployable static and fixing materials
Updated hardpoints, added engine collider, removed track mesh collisions as dynamic colliders need to be assigned to the bones
Re-organized prefab a little for clarity