5,482 Commits over 3,653 Days - 0.06cph!
sphere tank stairs colliders review
tugboat and harbor crane stairs colliders review
excavator, attempt at fixing stairs bullet fail to register
harvestable roadsigns, sewer branch
reviewed cave_large_sewers
lightposts fixed regression
reviewed bunker room dressing scene
Some more light fixtures texture polish
Military tunnels bundle of fixes
Spent some time improving light fixtures textures and prefabs to function as intended
Lightposts collider was incorrectly using LOD2
Various cave issues fixes
Added a ocean culling volume to cave entrances/cenotes and harbor tunnel entrances as they spawn close to water surface
Custom AddToHeightMap object for Junkyard mounds - this will fix the remaining floating foliage there
deleted and re-created meta files for the cliffs '\models' folder
Re-exporting colliders one last time (if this introduces an issue we'll revert this changeset)
Fixed chainlink fences at sewer branch and sat dish overriding prefab LOD distances for lower values
Fixed issues with timber mine entrance in MT
re-exported cliffs after a complete scene/objects geometry+transforms reset
Baked LODs for large oilrig and oilrig crane
Scene2Prefab Oilrigs and Junkyard
geometry reset on cliff rocks renderers and colliders
re-exporting cliff AddToHeightMap meshes with a UV channel
re-exporting cliff colliders with a UV channel
Bunch of fixes for Harbor_2, LS, Powerplant, Satellite Dish, Sewer Branch, Trainyard
Some missing files
all stairs from the stairs_scaffoldings folder should let bullets through
import options for cliffs colliders set to 16bit index format and normals set to calculate
Harbor dockwalls now have a long distance LOD3 to avoid the floating effect it has had
Smoother terrain anchors in excavator scene
When terrain not cooperate, make terrain eat dirt - junkyard
Blocked one way shooting on junkyard's recycler roof, fixed floating fences at junkyard
Fixed barrels clipping at dome, improved terrain behaviour around ground objects
Military tunnels now use the train tunnels flag on their environment volumes (fixes distance light bleed)
Bumped texture res of road_a albedo
Rusty roadside vehicle LOD4 materials transition more seamless
Forgot some prefab for airfield over the weekend
mine tunnel material fix
remnant container shadow proxy tweak
fixed an incorrect cliff LOD terrain mask
arid double stack cliff prefabs
near final cliffs spawn settings, coverage is good, collision minimal and doesn't take too long
experimenting with stacked cliffs prefabs
friday fixes - airfield, satdish, dome
large warehouse shadow proxy tweaks
even better powerplant road connection
one more roadside junkpile fix
More restrictive placement for the roadside car wrecks (this doesn't fix spawning on top of each other)
moved all tunnel entrances within monuments to be in the correct range for vertical movement
small warehouse shadow proxy tweaks
various roadside junkpiles fixes
fixed gap in sewers_shrink block mesh
fixes for junkyard portacabins, outbuilding draw distance
detail colliders for the satellite dish stairs
eliminated the bug dance with terrain by flattening it all the way, heightmap really isnt precise enough to cope, boosted the draw distance of the sewer blocks as a result
removed the mirror like bit on the optical part of the dish
fixed the road floating (see line 2)
Fixed satdish sewer entrance doors and door segment culling too soon
fixed chainlink fences and brick walls distances being fucked from previous batch editing
fixed static workcart ladders
better road connections into powerplant
fixed dredge_body prefab shadowproxy being visible
reduced wind intensity on groundplants material