5,750 Commits over 3,804 Days - 0.06cph!
Linked the Prefab Context Editing Scene in the right field in Project Settings so all artists can use
Prefab context editing scene (contains Main Camera and Skydome)
added decal prefabs to relevant building blocks
concrete decals polish pass, resized, added some cracks decal
removed previous textures
updated brutalist skin textures
UV mapping fixes post texture update
Redo of some gibs post texture update
Ziplines flow in level
S2P
Placeable Zipline platforms whitebox prefabs
colbalt brutalist statue greybox
level backup
church building greybox
level update
cityhall building greybox
basic rooftop dressing to figure out layout around helipad
Re-organizing windmill folder for clarity
Bandit Town S2P (uses windmill_static)
Fixed missing materials on windmill - This was because the windmill shared materials with quarry deployable that were removed
brutalist skin creation gibs replacement list
brutalist building skin destruction gibs models /relink in prefabs
gingerbread skin creation gibs replacement list
LOD distance tweak on briefcase
Building grade skin components added to blocks prefabs for gingerbread skin
Conditional prefabs linkage
current state of the scene
Gingerbread skin building blocks prefabs setup
Zeroed some models offets left
server cull tag to stairs landing art in respective prefabs
gingerbread wall frame and floor frames models
gingerbread building skin models/LODs Gibs and colliders
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20
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38
large and small planters deploy volume tweak
Changed the fire exhaust on oilrig_small to v2.1 to be identical to large oil
Tweaked smoke stack emitters positions slightly
filled codelock backfaces
Fixed cargoship light fixtures materials
tweaked the splat mask on ferry terminal to blend correctly
misc tweaks and fixes to the harbor_2 loot spawns
loose mats that were not committed
loose mats that were not committed
merge from art generic props