5,485 Commits over 3,653 Days - 0.06cph!
bin models/Prefab/Textures
desklamp models/Prefab/Textures
launch_site dressing fixes / scene2prefab
rolling back the right terrain grass albedo
ore nodes: updating paths to new visuals in prefabs
potted plant models/Prefab/Textures
launch_site dressing update / scene2prefab
telephone models/prefab/textures
launch_site cleanup / scene2prefab
launch_site cleanup / scene2prefab
magnetic tape shelves models/cols/prefabs/textures
launch_site dressing update
file cabinets models/cols/prefabs/textures
grass displacement around ore nodes
terrain grass is 10% shorter
rocks in temperate biome are grey again
Make gibs reflect current stage picked
Tweaks to ore nodes:
-Increased brightness to stand out more
-Sulfur nodes show a more distinct yellow hue
-Metal nodes show more oxydization
-Stone nodes are overall more desaturated, more grey to stand out against other nodes
-Added Gibs models for every node picking stage (to be implemented later @helk)
-Snow biome nodes should be more visible and easier to differentiate
-Nodes are overall slightly smaller
-Cave ores are much smaller
office dressing end
office rooms vertex painting pass + baked .assets
scene2prefab
office dressing backup
scene2prefab
prefabs, additional small desk
office furniture greybox base models
ore nodes new files & prefabs
Detailed stair colliders, tiers variations
Disabled the 2 east lifts in launch_site
tundra small rocks no longer have moss (they also show in desert biome)
rock collectables are a tad larger
placed some temp safeguards in the lift at rocket factory
disabling shadow casting on far rocks
testing rock_formation_f export without flatten hierarchy
Attempt to fix rock formation offset