5,560 Commits over 3,745 Days - 0.06cph!
Dressing/Cover pass on the tunnel entrance scene
halved culling distance on corridors/stairwells modules
Further tweaks to terrain blend map - trying to minimize impact on surrounding features
converted some more lights prefabs
Lighting pass on tunnels corridors and stairwells
Replaced neon lights for loded flare ones
Entrance - Added alpha carving to the vent conduit - Expanded the entrance model padding to cover the alpha carve spread in some scenarios - Some splat plainting work and added a new terrain blend map - Fixed LOD3 material not displaying textures
Made ladder volume inside vent less awkward
Train tunnel corridors and stairwells final models /LODs/Colliders/Prefabs
S2P tunnel entrance scene
modular grid review before LODs
Made the wip corridors and stairwells cull at 100 as a temporary measure until LODs are in
more art work - some polish
prepare prefab on elevator door
scene to prefab entrance
Entrance mesh sign
Adding elevator animated door
Nesting the new hinged door into stairwell prefabs
Changed a few doors and light prefab types for Damian
readying the connection to train platforms
raised lift button box to be easier to use
updated call buttons positions in lift prefab
added missing elevator call buttons to 1200 segments
detail pass on stairwell elevator model
Removing unused stair pieces prefabs
More temporary colliders for playtesting
Initial lighting pass to stairwells - Added static and hinged doors - more prefab nesting
Temporary colliders
progress on stairwell and entrance meshes
fixed a small offset in corridor_stop_transition_b
updated entrance prefab link in tunnel entrance scene to fix the materials display
progress on stairwell and entrance meshes
updated corridor_stop_transition prefabs to reflect changes
added stairwell_bottom_90 to help with the corridors placement
overall progress on meshes
tunnel corridor pieces textured and vertex painted - awaiting LODs
Tunnel corridor and stairwell detail greybox complete
reworked the stop_transition_tunnel piece and prefab to rely on the new meshes and minimize its size
added stairwell_top piece, refined corridor pieces further
refining greybox set - stairwell and surface building
overgrowth materials color tweaks
adding stairwell elevator, refining other pieces
shortened the stairwell bottom piece transition tunnel by 1.5m to make it 6m from pivot
train tunnels stairwell pieces greybox and test scene
More junkyard set dressing
junkyard level design progress
junkyard car stacks prefab collection
extra materials for gas station extension rusty variant
procmap roads van wreck prefabs
Van vehicle prefab variants
Van vehicle files - models/colliders/textures/materials
Sat Dish exit road a notch longer for seamless connection with procroads
Relaxed the filter settings on Harbors as they would not find spots on custom maps due to the denser topologies (dropped cliffs/cliffside)
Re-organized autospawn monument folders to work for both procmap and custom map monument nodes
Re-worked all custom maps Arid and Snow biome. Grass proportion greatly decreased
Large and Medium size monument inserts spread less far, reducing the plains size around these monuments
Ocean side spreads further away, this fixes underwater rock formations spawning in too little water depths
Thinned out forest topologies to reduce coverage
Swamps and Icelakes added into world_setup_v3
Removed some unused monument node prefabs (icelakes and swamps) as they are spawned using old method
Tweaks to ocean material, namely opacity changes, felt too thin, also increased foam
Stables Monuments dont export biome
Removed Procmap road materials albedo tint (broke monument roads matching)
Lower AO factor on rock formations materials, match shore wetness from cliffs
Shrunk rock formations' terrain splat set radius
S2P Stables to update materials
Fixed sand dunes material being funky
Sat Dish road goes off at an angle to avoid intersections