5,840 Commits over 3,865 Days - 0.06cph!
fixed car lift collider box being offset in y/z
fixed storage building large ceiling collider gap
modular car style suspensions for battering ram and skateboard
battering ram temporary greybox
small caves rocks dressing
medium caves rocks dressing
large caves rocks dressing
update to mil tunnel rocks prefab, some terrain tweaks to go along
fixed a bunch of holes in water tower LOD1 that provided peaking advantage
LS - changed a pallet placement in factory side room
added a building topology ring around oases to block rail/roads coming too close
radioactive water surface border fix
re-applying rock changes to cave_medium_hard and cave_small_hard
Moved all new rock placements into prefabs to make future merge conflicts easier to re-apply
caves - need another pass to finish with overhang rock in some scenes
military_tunnel - gaps left around terrain holes
Manually added cliffs to lake scenes the old fashion way
attempt at preventing seaweeds close to coastal rocks
tweaking of coastal rock terrain raise parameters, added an extra object with lower opacity and larger radius to ease out the terrain but the system has its limits as its stands
set the large powerlines path to avoid beach and beachside to prevent paths intersecting cliffs on the coast
unfucked oasis_c terrain data assignment - was due to a undone rename earlier in the day
repainted the topologies for ocean/oceanside/monument in it
painted black on ocean and ocean side topos of oasises
fixed ocasis_c biome texture not containing data
Wider terrain blend map for swamp_b
fixed bird shit decal projecting on decal layer0
removed hurt volume from the frontier gate
fixed offsets in the frontier gate prefab
setup renderer lod on the frontier wall variants
Shrunk swamps a/b/c terrain usage to allow for a larger buffer for terrain blend map
Reprocessed terrain blend maps for those
Improved icelakes blend map textures
rebuilt the door rig with the orriginal offsets for the gates
shifted collider for the gate from LOD0 to parent
models import settings for display and collision meshes
setting cliffside as 'topology not' for power substations
disabled 'check placement map' on terrain filters of radtown
Added terrain filters to radtown to detect and avoid Arid and Arctic biomes - Revert if needed