5,482 Commits over 3,653 Days - 0.06cph!
Steel toilet furniture skin work
Some models fixes - visual issues
Module filler prefabs - skin variants
Separated moonpool interior from exterior shell meshes
Module prefabs update
Fixed incorrect main ladder placement and missing pool ladder volumes in module_1200x1800_ladder_moonpool
Re-organizing folders for clarity
Material variants for labs
Fixing unwanted collider on 'module_1200x1200_4way_ladder'
Underwater labs volumes set to 'Underground' for improved lighting quality
Fixed a few pivot rotation issues
Fixed holes in LOD0 of modules
Underwater labs - Final modules meshes LODs/colliders/prefabs instances
Re-organized ladders to be in a separate prefab instance for more flexibility in design
Adding missing vertical_hatch_tube volume mesh
Adding a less deep 900x900 volume to complete one of the moonpool volumes combo
Hatch tube 45 and 90 degree left and right variants, including convex volumes and prefabs
Made module volumes thinner
Moonpool shared prefab - contains water surface, volume and effects
Moonpool specific water carving volume mesh 'volume_1200x1500_moonpool'
Removed previous volume test mesh
modules meshes updated to latest
fixed hatch tube cap collider
ladder volumes throughout
Underwater labs convex mesh volumes - all the combinations should be possible from this set of volumes
backup build scenes
underwater labs hatch material setup
Adding test mesh for volume_1200x1500_1way_moonpool
Cabin crew furniture set greybox models
kitchen furniture greybox models
fleshing out rooms and initital lighting - end
Moved models folder
More wall filler prefab/mesh
Re-organized underwater labs room prefabs to be based around a shell. Sockets and volumes nested in case of variants, so they can be administered from a single place for all future variants of a room
Added some more prefabs for conditional wall fillers
More partition wall variants + prefabs
Made the legs longer for the lab modules to reach seafloor more easily
updated modules to latest artwork pre-LODs
Underwater labs art - first pass, unoptimized
Added the stations and cctv setup to tunnel entrances
computer station static (had to manually add here to work on it as original commit contains a merge) Feel free to ignore this commit when merging save to main
Added missing bench collision to stairwell_bottom_360
created some demo layouts of the underwater labs
Final art for the bottom stairwell 360 pieces, dressing
Detail greybox models for underwater labs
Added a doorway condition piece for tubes between modules
Added dungeon and environment / water volumes to the modules
Basic UVs for scale
Adding greybox models and prefabs for underwater labs procedural modules and conditionals
Pre-placed sockets for condtional meshes and links between modules
countryside bunker entrance - 3 extra dressing variations
fixed cctv and computer station offset
Added water surface culling to bunker entrance as the direct well may show it close to shore
Ladder volumes, food crate spawners, bunker hatch uses rendererlod, smaller alpha carve surface
Lowered the bunker entrance 25cm to match the 3m grid down
Updated dungeon_grid_test, entrance scenes
Removed old entrance autospawn (still available as a manual placement inside monuments)
Created a static variant of computer station, although this will need work still
fix for AI navmesh issue at giant excavator (collider)