5,839 Commits over 3,865 Days - 0.06cph!
converted airfield hangars
office building and industrial buildings converted, including prefab variants
adjustments to environment volumes brightness - increased overall level through building types volumes
converted mining warehouse
converted supermarket + some material tweaks on glass
converted gas station monument
rebaked oilrig crane LOD, updated material links
rebaked Harbor1 HLOD to fix white crates
fixing some baked LODs materials that did not save properly on the branch they came from
+some rebakes
fixed a bunch of spots where environment volumes were too small in caves
fixed some cave segments close to the exits being 'no sunlight'
S2P
jungle ruins s2p to refresh collider changes
scene to prefab all (to refresh tunnel entrances for env volumes)
merge from spatially aware branch - underground train tunnels and caves content converted
fixed a missing mesh from collider script on corner_c prefab
cave scene tweaks for cave openings (overrides)
adjustments to some cave pieces that didn't get full coverage
bunkers room dressing save
converted mine tunnels, bunker rooms, sewer tunnels
potential fix for sun passthrough in train tunnel entrance
converted cave pieces - cave scenes require S2P to update
re-applied spatially aware volume changes to bunker tunnel entrances post merge
tweaked entrance bunker volumes to not hide sunlight/sky in ladder room
changed environment volumes gizmo color for clarity
moved the rusty gates back into place
fixed an offset on jungle skin triangle block
fixed an offset on jungle skin floor block
lowered the ground under the zigg pond water to allow swimming effect to work
reverted environment volumes to spatially aware ones after regression, this also re-introduces the terrain collision triggers - S2P
lower ziggurat terrain position in Z, then resculpted to meet the ground line
converted underground tunnels segments (a scene to prefab is required for monuments with tunnel entrances)
enabled r/w on ziggurat gate colliders
some tweaking of the jungle_ruins_e alpha map
enabled spatially aware environment volumes in Ziggurat
more splats painting polish for jungle ruins - eliminating grass as it doesn't belong in jungle monument perimeter
fixed some lootspawn juxtaposition
S2P jungle ruins - to refresh latest collider changes
set dressing push on jungle ruins monuments - S2P
made the slidejump decal more visible in texture tweak
rope ladder more visible
jungle_ruins_e - raised terrain trigger volume higher above terrain
jungle ruins steel gate - made collision more accurate
S2P
enabled r/w on jungle earth pit collision mesh
ziggurat scene - tweaked env volume terrain trigger space above terrain - S2P
jungle bamboo scaffolds now use LOD1 as starting LOD
Adding prevent movement volume to zigg gate prefab to fix kick
removed renderer batch scripts from bamboo scaffoldings - re-exported meshes, no other channels than vcol were used