userVincentcancel
reporust_rebootcancel

5,841 Commits over 3,865 Days - 0.06cph!

2 Years Ago
fixed seam in lava pond
2 Years Ago
cherry picking 80238 refraction shader fix
2 Years Ago
caldera_fast test level running empty procmap stack fixed surface types for lava bergs/shore meshes removed palms trees/cacti from lava biome spawn populations
2 Years Ago
backup
2 Years Ago
resources and biome polish
2 Years Ago
new lakeside topology to facilitate spawning decor by lava lake
2 Years Ago
levels backup
2 Years Ago
lava lake bergs and sheets variants made from iceberg set (autospawn prefabs)
2 Years Ago
enabled stochastic tiling on lava lake
2 Years Ago
lava lake bergs and sheets variants made from iceberg set
2 Years Ago
Added Lake in Topology Not for most grasses as they can spawn on custom map lakes as they don't follow the same rules as procmap. This should not impact procmap visuals in any way.
2 Years Ago
tweaked lava haze damage volume down created variants of arid decor clutter to make lava biome versions
2 Years Ago
Lava biome terrain foliage variants
2 Years Ago
lava basic damage volumes changed lava flow map to exr
2 Years Ago
merge from main
2 Years Ago
added bespoke roof.adobe.top.line.end.left fbx model to avoid negative scaling
2 Years Ago
Ensuring 'server cull' tag is set on the relevant objects inside adobe skin prefabs, some meant to be were left untagged
2 Years Ago
downsampling textures in PS for better visuals (unity's downsampling is crap)
2 Years Ago
fix for deployables socket angle rejection not working on adobe roof
2 Years Ago
fixed PTZ camera not deploying on adobe ceilings - socket tolerance issue
2 Years Ago
tweaking values to flashlights
2 Years Ago
fixed water_drum_b shadow proxy not being deleted
2 Years Ago
some changes to the roof.stone.bootom.line prefab to mitigate draw distance/LOD Bias outcomes
2 Years Ago
re-uv'd the thatched LOD1 roofs to display hay
2 Years Ago
reduced volume of wall.half and wall.low colliders
2 Years Ago
fixed roof conditional end bits being swapped L/R
2 Years Ago
fixed triangle frame gibs material definition
2 Years Ago
fixed sheet metal wall.left / wall.right conditionals
2 Years Ago
fixed incorrect shadow proxies on spiral stairs, incorrect collision offset, incorrect surface type fixed custom normals on floor, triangle floor
2 Years Ago
fixed incorrect vertex normals on spiral stairs
2 Years Ago
fixed uv seam on wall half
2 Years Ago
merge from main/building_skins_3
2 Years Ago
adobe skin texture improvements
2 Years Ago
merge from main/building_skins_3
2 Years Ago
merge from main
2 Years Ago
fixing a few roof condition issues
2 Years Ago
fixed early culling adobe floor frames
2 Years Ago
adobe skin wall logs stick out further without collision
2 Years Ago
adobe skin texture improvements
2 Years Ago
stairs spiral triangle and landing offset fix
2 Years Ago
fixed mismatch - collider displayed instead of visual mesh
2 Years 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
2 Years Ago
adding shipping container skin color lookup material tweaks
2 Years Ago
re-applied shadow proxies removal
2 Years Ago
merge from NMS
2 Years Ago
merge from main
2 Years Ago
re-texturing the floor frames and wall frame to be less like the wood tier
2 Years 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