5,482 Commits over 3,653 Days - 0.06cph!
roof ac unit models/textures prefabs
wall mounted ac unit models/textures prefabs
road barrier models/textures prefabs
flow tweaks to the main building
plywood_boards models
Basic use case for the plywood boards to test modularity
terrain topologies/splats
super basic dressing
tweaks to road_bridge barrier height - cover/shoot-over
fixed issues that prevented monument from spawning
blend texture, topology texture basics
Fixed campfire prefabs paths to models being broken, incorrect import settings
Updated campfire prefab
Removed old campfire art
Integrated subway entrance in terminal
Added a variation of subway bunker entrance prefab
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tweaked new campfire emissive (curves/sat)
tweaked new campfire emissive (curves/sat)
fixed typo in texture name
merge from main (catching the re-serializing train)
merge from main (catching the re-serializing train)
merge from scientist barge
Updated marketplace and reclaim terminal locations in compound
final integration of marketplace/reclaim terminals screen UI
Updated the terminals of the marketplace to only include the screen text since the terminal is already part of the marketplace art
Bandit town - updating terrain to fit the new visuals of marketplace/reclaim terminals
Updated marketplace and reclaim terminal prefabs in Bandit Town, updated Bandit Lighting prefab
set dressing and polish around cave_procedural_entrance_c
cave_entrance_c LODs, hull, collider meshes
some set dressing
S2P relevant cave scenes
arid variant of cliff_low_arc_overhang
added biome visuals version of the prefab in procedural cave entrances
better collisions for the cliff_low_arc_overhang type (used mostly on hapis and cave entrances)
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
merge from trainyard_update
merge from coaling_tower_v2
updating coaling_tower LODs to reflect exit changes at all levels
Made the exit path useable both directions rather than one way
fixed floating lights on the bridge
collider for alternate exit
flow improvements
Work in progress alternate exit route into the coaling tower
Fixed floating puzzle electric wire in LS
fixed incorrect matID on Hvac_exhaust in oilrig
fixed some powerline lod popping
distances tweaks
fixed darker appearance inside vs outside on last lod
bespoke shadow proxy models for space_center_office_bld a/b/c