userVincentcancel

5,336 Commits over 3,469 Days - 0.06cph!

6 Hours Ago
worker house wip files
9 Days Ago
backup latest wip
9 Days Ago
backup - materials wip for worker house and mapping wip
10 Days Ago
added residential door to radtown houses tweaked valpha on windows bar for a tad more oomph
10 Days Ago
created a residential hinged door from previous residential building door
10 Days Ago
powerlines ziplines prefab rebuilt
10 Days Ago
fixed cargo ship harbor container displaying further than the others
10 Days Ago
Implementing some of QA's first round of feedback on radtown redux S2P
10 Days Ago
primitive colliders for generic doors and windows frames
11 Days Ago
radtown scene update
11 Days Ago
building generic trims textures generic door frame, window frame models, prefabs updated radtown buildings
17 Days Ago
some walkways set model fixes (sg's, holes) better staircases for radtown storage building large s2p
18 Days Ago
extra rain gutter sizes, side of rahouse large staircase model/prefab updated buildings, update scene
18 Days Ago
rain gutters set greybox
18 Days Ago
radtown gate ladder volume radiation volumes, temporary loot spawns initial cover pass on the outdoor
19 Days Ago
more splats/terrain tweaks window size tweaks to facilitate jumping through in workers house missing temporary collisions on carport
19 Days Ago
more splats/terrain tweaks
19 Days Ago
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
19 Days Ago
latest topologies
19 Days Ago
updated monument, blend map, painting building topologies. Added bits of forest topology as a test for undergrowth
20 Days Ago
Improved flow in rahouse large, adding an exit point in the corridor
20 Days Ago
checkpoint hut, radtown gate greybox
20 Days Ago
manifest
20 Days Ago
greatly reduced AO factor on logistics warehouse garage door
20 Days Ago
generic door frames greybox (now part of a set) replaced the doorframes on rad buildings prefabs window frames for radhouse large
23 Days Ago
some biome touch
23 Days Ago
fully greyboxed radhouse large and radtown shed first pass terrain sculpting and splat painting added some trees to measure effect
23 Days Ago
fully greyboxed storage warehouse and storage building large
26 Days Ago
fully greyboxed worker house and master house
27 Days Ago
merge from main
30 Days Ago
fixed metal roof tga not reading correctly
30 Days Ago
oilrig_1 S2P
30 Days Ago
cutout in large rig floor LOD1 missing
30 Days Ago
small rig level3 LOD1 and 2 door cutouts
30 Days Ago
Added metal roof textures to radtown redux selectively
30 Days Ago
merge from main
31 Days Ago
Ticked IsDynamic on rope ladder of the harbor1 crane S2P
32 Days Ago
tags on files
32 Days Ago
radtown basic splats, topologies and blend map painting, terrain anchors
32 Days Ago
radtown whitebox layout, perimeter estimate
33 Days Ago
harbor 2 s2p
33 Days Ago
added missing fishing net collider to harbor2 floating containers area
33 Days Ago
s2p all
33 Days Ago
snow variants for checkpoint prefabs - was an outlier with roads having snow variants
33 Days Ago
revised draw distances down and set layer to world for cctvmicrophone, phone, cctv controls, notepad
33 Days Ago
resized cctv controls texture to 1024
33 Days Ago
lower reach for industrial buildings environment volumes on the ground floor in a bid to keep ground prefabs snow free inside
33 Days Ago
fixed roads prefabs snowy variants LOD2 using temperate materials matched snowy roads color with snow splat
33 Days Ago
Harbor1: added a ladder volume on a container that should be climbable Harbor1: removed weird islet on the side
33 Days Ago
enabled read/write on the sat tube convex mesh environment volumes