5,482 Commits over 3,653 Days - 0.06cph!
some left over changes to adobe stairs L and U
shipping container building skin parts models wip
shipping container building skin parts models wip
shipping container texture polish
shipping container building skin parts models wip
shipping container new textures (might revert if not happy)
reverting
77584 as it seems to have made things worse
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generic Plywood_b for player building shipping container skin
Poolable, Realmed remove the art on gingerbread barricades
Fixed missing gibs on gingerbread crate
LOD distance tweaks to queue barriers
Made drawbridge playable
enabled shadow casting on LOD0,1 of codelock
adding renderer batch script to queue barriers
replacing the models by prefabs in the scene
ferry drawbridge update with wip model
zeroed transform on dwellings for correct preview
added spawners to the gingerbread timber mine prefabs
XMas NPC dwellings base prefabs with destroyable barricades in
made the xmas cookie barricade and crate destroyable entities
enabled crunch compression on some new textures missing it
enabled crunch compression on some new textures missing it
Re-exported keypad models with correct vertex normals on all LODs
Texture meta tweaks, lightbulbs are transparent again, LOD distance tweaks
fixing broken path to prefabs inside junkpiles
Fixed gap allowing LOS access in coaling tower exit corridor
Removed un-harvestable tree entities from giant excavator scene
Attempt to fix hole in terrain of cave_large_hard - couldn't check the exact seed as procedural map changed since report
fixed powerline_poles baked LODs vertex normals producing incorrect lighting rendition
doubled geo and culled backfaces on material
Adding more building topology in desert military bases to prevent undesired HAB spawns
Fixed hole in checkpoint_single_rural mesh
Fixed the missing deferred decal script on the prefab
This will need S2P
Attempt to fix invalid splats for cave_large_sewers
Turned arid biome into lava biome by tweaking terrain config
Some basic lighting and dressing of the core with temp meshes
Initial unity scene for Caldera, terrain and splats setup
timber mine xmas skin prefabs
tweaked gingerbread_floor basecolor to fit alongside gingerbread man colours better
re-skin materials
gingerbread_floor textures
Removed simplified shadow proxies from timber mine tunnels - will use corresponding LOD
Reworked timber mine model UVs to line up for the incoming xmas re-skin (candies don't like being chopped between modules)
ferry terminal scene cleanup
drawbridge latest - backup
ferry terminal drawbridge wip