5,841 Commits over 3,865 Days - 0.06cph!
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
fixed roof conditional top line offset
fixed some conditionals draw distances alongside it
made foundation.steps of SC skin last lod to be see through between steps
fixed block.stair.simple of SC skin last lod to be see through between steps
assigned surface type to SC skin gibs
fixed incorrect gibs on foundation.metal
foundation wall thinner to allow deployables better fit from stone > SC skin
enabled color option on Door frame, Spiral triangle stairs, Spiral square stairs, Triangle floor frame, Square floor frame, regular stairs
checkin desk files for Isaac
precision tweaks to roof triangle up collider
fixed concave conditional lookup being hooked up with a convex piece
removed offset in SC triangle.down prefab
removed offset in SC triangle.down prefab
Fixed potato graphics metalness issue on SC material
fixed jittery SC foundation steps
changed import settings on collider meshes for SC skin
more accurate colliders for SC floors
fixed offset in SC triangle.spiral prefabs
Displaying softside detail up to last LOD, at the cost of an extra drawcall on walls
Fixed incorrect SC convex roof piece highlight - bad transforms
fixed SC floor frames gibs assignment
fixed SC foundation hole nexto adjacent tiers
eliminating gap between roof and wall from LOD2
fixed regression disabling tint on shipping container material
visually different softside for SC wall.half
ferry terminal now spawns on procmap alongside harbors
decals fix on ferry terminal building
tweaked tintset value to fluctuate more
fixed vertex alpha being wrong on wall_low LOD0
combing shipping container skin prefabs for left over fixes
fixed gibs bounds and overrides, incorrect surface types, checked layers
fixing some roof top line prefab issues with shipping container skin
terrain config colors tweaks
raised lava surface fx a notch
bespoke prefabs for lava rock formations
improved procedural roads biome tint maps to cope better with extreme biomes albedos like lava biome
terrain biome transitions fixes
spawn pops
particle fx on lava lake