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5,482 Commits over 3,653 Days - 0.06cph!

2 Years Ago
roof ac unit models/textures prefabs
2 Years Ago
wall mounted ac unit models/textures prefabs
2 Years Ago
road barrier models/textures prefabs
2 Years Ago
flow tweaks to the main building
2 Years Ago
plywood_boards models Basic use case for the plywood boards to test modularity
2 Years Ago
terrain topologies/splats super basic dressing
2 Years Ago
tweaks to road_bridge barrier height - cover/shoot-over
2 Years Ago
fixed issues that prevented monument from spawning
2 Years Ago
blend texture, topology texture basics
2 Years Ago
test scene tweaks
2 Years Ago
Fixed campfire prefabs paths to models being broken, incorrect import settings Updated campfire prefab Removed old campfire art
2 Years Ago
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2 Years Ago
Integrated subway entrance in terminal Added a variation of subway bunker entrance prefab
2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
greybox materials
2 Years Ago
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2 Years Ago
tweaked new campfire emissive (curves/sat)
2 Years Ago
tweaked new campfire emissive (curves/sat) fixed typo in texture name
2 Years Ago
merge from main (catching the re-serializing train)
2 Years Ago
merge from main (catching the re-serializing train)
2 Years Ago
backup
2 Years Ago
merge from scientist barge
2 Years Ago
compound S2P
2 Years Ago
Updated marketplace and reclaim terminal locations in compound
2 Years Ago
S2P bandit town
2 Years Ago
final integration of marketplace/reclaim terminals screen UI
2 Years Ago
Updated the terminals of the marketplace to only include the screen text since the terminal is already part of the marketplace art
2 Years Ago
S2P bandit town
2 Years Ago
Bandit town - updating terrain to fit the new visuals of marketplace/reclaim terminals
2 Years Ago
Updated marketplace and reclaim terminal prefabs in Bandit Town, updated Bandit Lighting prefab
2 Years Ago
crunch compression
2 Years Ago
set dressing and polish around cave_procedural_entrance_c
2 Years Ago
cave_entrance_c LODs, hull, collider meshes some set dressing S2P relevant cave scenes
2 Years Ago
arid variant of cliff_low_arc_overhang added biome visuals version of the prefab in procedural cave entrances
2 Years Ago
better collisions for the cliff_low_arc_overhang type (used mostly on hapis and cave entrances)
2 Years Ago
Made cave exterior cliffs swap to arid versions when spawning in arid biome with BiomeVisuals fixed a whole bunch of environment volume transition quality ocean water doesnt pop in and out of view anymore when transitionning inside and outside caves overall polish
2 Years Ago
merge from trainyard_update
2 Years Ago
merge from coaling_tower_v2
2 Years Ago
updating coaling_tower LODs to reflect exit changes at all levels Made the exit path useable both directions rather than one way
2 Years Ago
fixed floating lights on the bridge collider for alternate exit flow improvements
2 Years Ago
Work in progress alternate exit route into the coaling tower
2 Years Ago
S2P
2 Years Ago
Fixed floating puzzle electric wire in LS
2 Years Ago
fixed incorrect matID on Hvac_exhaust in oilrig
2 Years Ago
fixed some powerline lod popping distances tweaks fixed darker appearance inside vs outside on last lod
2 Years Ago
fixed some more casters
2 Years Ago
bespoke shadow proxy models for space_center_office_bld a/b/c