5,482 Commits over 3,653 Days - 0.06cph!
New roof conditional models - LODs/Colliders/Gibs
color corrected some atlases
removing unused roof ceiling meshes
Simplified roof models (2 meshes > 1 mesh)
Updated roof.****.full prefabs accordingly
elevator prefab - lighting
Skinned mesh for elevator cable reel operational
Elevator prefabs update
Added LODs/Gibs/Colliders/Guides for deployables
elevator prefabs - placeholder hierarchy
shifted pivot on triangle roof pieces to the center
180 transform rotation on roof triangle up and cie
Transforms adjustments on set of greybox roof models
tweaks to gate prefab (lock position)
updated collider
Fixed codelock position on wood gate, modified model to have a dedicated socket for it
finishing touches to tower / perimeter wall
Terrain splats and topologies update
updated npc positioning and cover markers in bandit town
striped construction related scripts from static gate
Scrap heli wreck files/prefab
LODs for the new models, updated airwolf prefab
Cleanup + moved heli vendor stuff into its own prefab for later merges
Updated bandit town lighting prefab with vendor lighting setup
static vehicle parts props prefabs
added sign at gate of heli vendor + set dressed the area around it
progress backup - vendor external walls/gate
gate.external.high.wood static version for monuments
re-made gate.external.high.wood to current visual standards
wall.external.high.wood static version for monuments
re-made wall.external.high.wood to current visual standards
merge from wood barricade
motor shop set dressing backup
backup scenes, applied changes to the lighting prefab inscene
bandit helipad progress backup, setup area for second vendor upstairs at the back, lighting pass, coms mast models
Cherrypicking a texture change for main
Fixed a gap on sheet metal doorway frame
padded the metal door vertically a notch as well to fit better across all tiers.
tweaks to corrugated_b albedo to match building parts atlases
bandit helipad progress backup, more developed hut