5,761 Commits over 4,018 Days - 0.06cph!
    
    
    
        
            
            
            
                
                Bugfix - triangle frame inserts were not socketed perfectly center of the triangle, leading to small gaps
 
                
                
                
                
                
             
         
        
            
            
            
                
                reworked alpha channel of powerlines impostors to cope better with mipping
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removing extra neon lights in bottom stairwell prefab that may make double neon lights possible in that place under certain conditions
 
                
                
                
                
                
             
         
        
            
            
            
                
                Repainted splats on entrance to ditch all grass - building rotation makes accurate painting impossible for now :P
 
                
                
                
                
                
             
         
        
            
            
            
                
                bugfix for Top of Pylon LODing issue ticket + powerlines LOD2 UV bleed
 
                
                
                
                
                
             
         
        
            
            
            
                
                bugfix for armoured door has double handles
 
                
                
                
                
                
             
         
        
            
            
            
                
                bugfix for Pallet of boxes LODing issue ticket
 
                
                
                
                
                
             
         
        
            
            
            
                
                bugfix re-exported wall.windows.bars.gibs with correct rotation
 
                
                
                
                
                
             
         
        
            
            
            
                
                bugfix roadside electrical boxes culling distance extended for combat reasons
 
                
                
                
                
                
             
         
        
            
            
            
                
                Dwelling prefabs props placement polish
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed NREs with dwelling prefabs
 
                
                
                
                
                
             
         
        
            
            
            
                
                DoPrepare on new dwelling prefabs
Fixed dwellings having an offset in the root transform
Improved dwellings spawns in the corridor prefabs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tunnel dwellings prefabs work
 
                
                
                
                
                
             
         
        
            
            
            
                
                Expanded corridor volumes on link-stairwell-bottom prefabs to enclose the lift shaft floor
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed vent jumping issue in entrance mesh
Fixed collider details missing from roof on entrance collider
Improved collider accuracy on bottom of stairwell lift shaft
Fixed grass spawning inside entrance
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed one dwelling spawn too many in 72m segment
 
                
                
                
                
                
             
         
        
            
            
            
                
                Reworking 72m corridor prefab to load art prefabs as a base rather than the smaller AI loaded segments, AI objects and dweller spawns in 72m segment custom fit
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated heavy barricade stone barricade prefab links
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adding a barricade static model in props folder that has better looking LODs (to be used for world environment, i.e. the new train barricades)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Capping holes in corridor_straight_18m
 
                
                
                
                
                
             
         
        
            
            
            
                
                corridors set dressing and cover pass - kept empty spaces around NPCDwelling spawns
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increased entrance culling distance - was lumped into the corridor tweaks earlier by mistake
 
                
                
                
                
                
             
         
        
            
            
            
                
                improved stairs collider on the entrance
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Disabled long flares on all corridor/stairwell lights
Reduced LOD distance on fill lights
 
                
                
                
                
                
             
         
        
            
            
            
                
                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