5,482 Commits over 3,653 Days - 0.06cph!
Bunker hatch rig / controller
Bunker hatch animations and door prefab setup
Updated bunker hatch textures with some polish
Bunker hatch model/textures/colliders
countryside bunker entrance final art - models and prefabs
countryside bunker entrance WIP art and dressing setup
greybox meshes for countryside bunker entrance
Greybox pieces for experimental 180+ degree stairwell
Fixed several issues arising from not enough anchors on some cliff prefabs, leading to holes
Fixed gap between cliffs at ice_lake_4
Fixed scrappile LOD1 missing backfaces
Staggered LOD distances on the gas station buildings to avoid pop
Gas station S2P
Lowering snow_ore population to 1000
Bumping arid_ore population to 1750
thumb_up
26
thumb_down
60
Fixed shadow proxies on train wagons
Scene2Prefab all - prefabs only
changing default display on sapling_conifer_small to temperate
Better sewer branch blend map
festive xmas wreath holly floating fix
rocket_crane lift is r/w enabled again
fixed a segments of cave_sewers_hard not being linked inside culling volumes
replaced static signs with harvestable ones in junkyard
relinked some broken nested prefabs
created a bespoke spicebush mat for temp overgrowth with wind params that dont clip walls
supermarket - fixed some zfighting with pavement
fixed floating stone corner at water_well_a
sewer branch - painted some road topology to avoid cliffs spawns close to connection
extra terrain anchor for cliff_double_height_d
Cliffs use a collider for shooting one and for walking/thrown objects - solves a large amount of conundrums one collider alone cannot solve
committing some missing metas
Arid cliffs - more accurate colliders
Temperate cliffs - more accurate colliders
Compound - repainted building topology
baked in some road topology inside the sphere_tank monument to prevent cliffs spawning in the transition area
Much needed polish to cliffmicro and cliffmicro arid terrain anchors
Smoother terrain blend map for Bandit town
Added water culling necessary script but kept them disabled for now as they are not working as intended in swamps
Made dirt trails more visible in Snow biome - terrain config
Slight tweaks to PlaceCliff setup in World Setup
Updated procmap_debug level
Taller cliff prefabs to fill in some bald spots in steeper procmap generations
bumping up snow ore population density
fixed offset on xmas door garland
tugboat LOD distances set back to what they were before
reverse engineering a fix that was developed years ago for puzzles loot not respawning and re-applying it while cringing to no end
Improved placement of PlayerDetection gizmo at sat dish
attempting to fix no material on small box gibs (not sure how this one came into existence now though)
fixed incorrect walkways shadow mode