5,761 Commits over 4,018 Days - 0.06cph!
    
    
    
        
            
            
            
                
                fixed pickup truck collider not letting you reach loot inside the engine bay
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed Supermarket splats being mostly grass even indoors
 
                
                
                
                
                
             
         
        
            
            
            
                
                Darkening rock splat moderately in temperate and slightly in tundra to suit terrain cliffs lighting conditions better at sunrise and sundown
 
                
                
                
                
                
             
         
        
            
            
            
                
                Deleting HDRP folder in lighting prefabs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removing the water from sewer branch canyon in case monument spawns canyon under sea level
 
                
                
                
                
                
             
         
        
            
            
            
                
                Shore wetness adjustments on medium rock formations - was too high
 
                
                
                
                
                
             
         
        
            
            
            
                
                Created custom meshes for temperate and arid cliffs to serve as AddToHeightMap proxy - This greatly reduces foliage growing on the cliffs walls
 
                
                
                
                
                
             
         
        
            
            
            
                
                Caves shadow proxies and prefabing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Large Rock formations prefabs and spawn pops
Beach medium rock formations now show on procmap
Edited World Setup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Bunker room scene - prefabed the bunker room externaly and made variant prefabs where suitable
Setup shadow proxies for bunker rooms
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                enabled batching on more art
 
                
                
                
                
                
             
         
        
            
            
            
                
                removing overgrowth scene from scene to prefab 'loop'
 
                
                
                
                
                
             
         
        
            
            
            
                
                Prefab nesting to preserve links and enabled batching on more props
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Prefabed oilrig structures to make updates easier
Shadow proxies pass on oilrigs
 
                
                
                
                
                
             
         
        
            
            
            
                
                removing old residential buildings prefabs
 
                
                
                
                
                
             
         
        
            
            
            
                
                shadow proxies for residential buildings, prefabed residential buildings and variants from compound to make future updating easier
 
                
                
                
                
                
             
         
        
            
            
            
                
                tweaking shadow casters on a handfull of prefabs
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Shadow proxies for Vehicle folder content - static vehicles only
 
                
                
                
                
                
                    
    
        
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                Shadow proxies for Structures  folder content
 
                
                
                
                
                
                    
    
        
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                Shadow proxies for Props folder content
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                zero'ed transform offsets on lootcrate prefabs for the gizmo preview to be correct again
 
                
                
                
                
                
             
         
        
            
            
            
                
                Junkyard - more splat work
Re-enabled green card puzzle
Loot spawns - Terrain Blend map
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed stretched UVs at the bottom of sedan wreck-junkyard variants
 
                
                
                
                
                
             
         
        
            
            
            
                
                More Junkyard work - surroundings - topologies
 
                
                
                
                
                
             
         
        
            
            
            
                
                Ported fridge changes to HDRP_Backport branch - This will need S2P
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fridge door should be fixed across all locations now
 
                
                
                
                
                
             
         
        
            
            
            
                
                More junkyard progress - reviewing LOD distances- scene organizing
 
                
                
                
                
                
             
         
        
            
            
            
                
                Floodlights_B variant of Floodlights_A without concrete/terrain base
Alternate versions of Pipe_cover_left from the launch site for Junkyard
Junkyard - update with new prefabs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Re-applied bug fixes to trainyard and cave_entrance_a
Will need a S2P for caves
 
                
                
                
                
                
             
         
        
            
            
            
                
                Junkyard terrain splats painting - composition/framing improvements
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added the shredder and crane to the new junkyard - terrain rework to integrate it better and allow for ample room around crane to maneuver
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adding Crane magnet and Car shredder from vehicle branch
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed some of the new junkpiles throwing NREs - Adjusted AI obstacles
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                Train tracks material links
 
                
                
                
                
                
             
         
        
            
            
            
                
                Re-applying Bandit Town changes from main - Softcore and slot machines
 
                
                
                
                
                
             
         
        
            
            
            
                
                Re-applying Compound changes from main - Softcore and terrain filters
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed water visibility triggers from sewer_drainwall segments (from the scene this time)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Re applying change from main - power substations radiation disabled
 
                
                
                
                
                
             
         
        
            
            
            
                
                Re-applying changes to procmap from main - tunnels scripts