5,490 Commits over 3,653 Days - 0.06cph!
merge from fridge_deployable
Changed panel name
Manifest
fridge uses Box Storage rather than Door entity (until 2018 :o)
re-setup
Fridge icon, colliders. prefab update
ItemScreenshot scene update
Fridge deployable textures, model LODs, anims, Prefabs
re-instated wall.frame.shopfront.metal prefabs - Drawer item exchange shopfront
tweaked loot placement in MT
posish fix for the office occluder - airfield
Batch of occluders for rubble piles, shipping containers, modular brick/concrete walls, pipeline pipes
+ prefab setup
switching overgrowth materials to nature/foliage shader
Batch of occluders for industrial structures, sphere tank, airfield office, airfield hangars, airfield perimeter walls, powerplant cooling stacks
+ prefab setup
Toptier door hatches wont cull (for now)
Toptier door hatches cull further away (100m)
Replaced old roadside powerboxes on procgen - removed old
Armored doors LOD1 include the peep hole
Updatingsome procgen clutter
Adding a second large common bush
dock_ground_concrete material changes
concrete_h meta resize to 1024
creeping plants / flowers custom normals pass for volume
lowered cutout to .21 for distance volume
Custom collisions for L&R armored double doors - can shoot your face through
attempting to fix an error message
Trees and bushes custom normals pass for volume
Junkpiles overgrowth details
Retargeted, renamed clutter tallgrass and flowerbeds prefabs to the new ones
Tint mask for biome tinting of overgrowth atlas
Overgrowth albedo tuning for biome tinting + polish
WTP overgrowth dressing end
Individual grass blade clumps models for terrain grass
WTP overgrowth dressing backup
WTP overgrowth dressing backup
Sewage tanks creeping plants bespoke models
WTP overgrowth dressing backup
Trainyard overgrowth dressing end
changed layer to world on electrical box prefabs