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5,771 Commits over 3,804 Days - 0.06cph!

1 Year Ago
tweaking values to flashlights
1 Year Ago
fixed water_drum_b shadow proxy not being deleted
1 Year Ago
some changes to the roof.stone.bootom.line prefab to mitigate draw distance/LOD Bias outcomes
1 Year Ago
re-uv'd the thatched LOD1 roofs to display hay
1 Year Ago
reduced volume of wall.half and wall.low colliders
1 Year Ago
fixed roof conditional end bits being swapped L/R
1 Year Ago
fixed triangle frame gibs material definition
1 Year Ago
fixed sheet metal wall.left / wall.right conditionals
1 Year Ago
fixed incorrect shadow proxies on spiral stairs, incorrect collision offset, incorrect surface type fixed custom normals on floor, triangle floor
1 Year Ago
fixed incorrect vertex normals on spiral stairs
1 Year Ago
fixed uv seam on wall half
1 Year Ago
merge from main/building_skins_3
1 Year Ago
adobe skin texture improvements
1 Year Ago
merge from main/building_skins_3
1 Year Ago
merge from main
1 Year Ago
fixing a few roof condition issues
1 Year Ago
fixed early culling adobe floor frames
1 Year Ago
adobe skin wall logs stick out further without collision
1 Year Ago
adobe skin texture improvements
1 Year Ago
stairs spiral triangle and landing offset fix
1 Year Ago
fixed mismatch - collider displayed instead of visual mesh
1 Year Ago
Adobe skin simple stair is see through - updated colliders and gibs Fixed some adobe prefabs using brick or other skin collision meshes, figured this would not ship with it, needs its own resource Renamed correctly a bunch of gibs in brutalist skin, some misnamed LODs
1 Year Ago
adding shipping container skin color lookup material tweaks
1 Year Ago
re-applied shadow proxies removal
1 Year Ago
merge from NMS
1 Year Ago
merge from main
1 Year Ago
re-texturing the floor frames and wall frame to be less like the wood tier
1 Year Ago
Fixed Adobe U stair early culling issue - caused by left over LODGroup
2 Years Ago
fixed quarry_deployable_atlas_b_normal channels needing to be szwizzled/flipped to display correctly.
2 Years Ago
slight improvements to the interior side of brutalist skin wall, overall less contrast to the outside wall
2 Years Ago
changed damage type and script on hatch to kill
2 Years Ago
disabled pile of crates that was left visible over burn pile S2P
2 Years Ago
fixed static security door shadow proxy mesh transform differing from visual mesh
2 Years Ago
Added HLOD to NMS scene S2P
2 Years Ago
added some HLOD tags to some props, tweak o some props distance culling
2 Years Ago
some uv mapping improvements to brick window bars
2 Years Ago
2 Years Ago
reworked the brickskin tintmask to look like soot modified the material blend layer of brick interior walls to look like soot rather than paint. visual difference between outdoor and indoor reduced.
2 Years Ago
Changed the adobe skin interior wall to be visually closer to outside wall while remaining unique
2 Years Ago
Added hurt volume under the NMS hatch
2 Years Ago
NMS inaccurate hatch colliders fix
2 Years Ago
fixed elevator cabin button travel
2 Years Ago
Added wood braces to the adobe skin interior walls
2 Years Ago
updated office elevator cabin call call buttons
2 Years Ago
resized building skin atlases to 2048 max. enabled crunch compression
2 Years Ago
higher quality conditional wall corner meshes
2 Years Ago
fixed some triangle roofs offsets triangle foundation prefab invalid string fix
2 Years Ago
brutalist skin roof conditionals models and setup
2 Years Ago
Fixed height gap on foundation wall headstone fixed a gap over the door on wall.doorway fixed a gap over the window frame on wall.window wrong gibs on wall.left and wall.right fixed fixed some SG issues on ramps removed corner meshes on foundations, was ugly , might rework or use the regular wall ones when improved. fixed incorrect prefab link for spiral stairs landings pieces
2 Years Ago
fixed brick skin models not being set fully to construction layer