5,482 Commits over 3,653 Days - 0.06cph!
quick rubble dressing pass around damaged brick walls to test out new models
rubble pile scrap models, textures, prefabs
merge from meshlod_converter
small rig vent prefab was missing environment volumes
Re-exporting large oilrig vent mesh with correct normals
Redid the small rig vent collider to be like the large one since the large one does work
forgot to re-add a deferred mesh decal component
reverted shed overrides on the head shed prefab to let the nested roof prefab display the .asset baked model, insert the .asset in each LOD mesh filter.
fixed door awning position in storage warehouse building
some brick pile texture tweaks
master house LODs, Collider pass, Prefab setup and baked LOD
master house interior progress
master house interior progress
reduced small rubbish skip AO map size, set lid colliders to convex
latest work in progress on master house
added decal layer ID 1,2,3 to terrain material
merge from terrain-decal-fix
materials prep on masterhouse
workers_house building - final models, colliders, prefabs
backup - materials wip for worker house and mapping wip
added residential door to radtown houses
tweaked valpha on windows bar for a tad more oomph
created a residential hinged door from previous residential building door
powerlines ziplines prefab rebuilt
fixed cargo ship harbor container displaying further than the others
Implementing some of QA's first round of feedback on radtown redux
S2P
primitive colliders for generic doors and windows frames
building generic trims textures
generic door frame, window frame models, prefabs
updated radtown buildings
some walkways set model fixes (sg's, holes)
better staircases for radtown storage building large
s2p
extra rain gutter sizes, side of rahouse large staircase model/prefab
updated buildings, update scene
radtown gate ladder volume
radiation volumes, temporary loot spawns
initial cover pass on the outdoor
more splats/terrain tweaks
window size tweaks to facilitate jumping through in workers house
missing temporary collisions on carport
more splats/terrain tweaks
prefabed remaining of new building modular pieces, added temporary colliders
accentuated dirt paths on terrain to make them come through in procmap
rotated some doors for better flow in buildings
lowered some windows for better peek while crouched
updated monument, blend map, painting building topologies. Added bits of forest topology as a test for undergrowth
Improved flow in rahouse large, adding an exit point in the corridor