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5,316 Commits over 3,439 Days - 0.06cph!

Today
Improved flow in rahouse large, adding an exit point in the corridor
Today
checkpoint hut, radtown gate greybox
Today
manifest
Today
greatly reduced AO factor on logistics warehouse garage door
Today
generic door frames greybox (now part of a set) replaced the doorframes on rad buildings prefabs window frames for radhouse large
3 Days Ago
some biome touch
3 Days Ago
fully greyboxed radhouse large and radtown shed first pass terrain sculpting and splat painting added some trees to measure effect
4 Days Ago
fully greyboxed storage warehouse and storage building large
6 Days Ago
fully greyboxed worker house and master house
7 Days Ago
merge from main
10 Days Ago
fixed metal roof tga not reading correctly
11 Days Ago
oilrig_1 S2P
11 Days Ago
cutout in large rig floor LOD1 missing
11 Days Ago
small rig level3 LOD1 and 2 door cutouts
11 Days Ago
Added metal roof textures to radtown redux selectively
11 Days Ago
merge from main
12 Days Ago
Ticked IsDynamic on rope ladder of the harbor1 crane S2P
13 Days Ago
tags on files
13 Days Ago
radtown basic splats, topologies and blend map painting, terrain anchors
13 Days Ago
radtown whitebox layout, perimeter estimate
13 Days Ago
harbor 2 s2p
13 Days Ago
added missing fishing net collider to harbor2 floating containers area
13 Days Ago
s2p all
13 Days Ago
snow variants for checkpoint prefabs - was an outlier with roads having snow variants
13 Days Ago
revised draw distances down and set layer to world for cctvmicrophone, phone, cctv controls, notepad
13 Days Ago
resized cctv controls texture to 1024
13 Days Ago
lower reach for industrial buildings environment volumes on the ground floor in a bid to keep ground prefabs snow free inside
13 Days Ago
fixed roads prefabs snowy variants LOD2 using temperate materials matched snowy roads color with snow splat
13 Days Ago
Harbor1: added a ladder volume on a container that should be climbable Harbor1: removed weird islet on the side
13 Days Ago
enabled read/write on the sat tube convex mesh environment volumes
13 Days Ago
Added environment volumes to loot rooms in oilrigs to prevent snowy props indoors
13 Days Ago
Added environment volumes to portacabins to prevent snowy props in them
13 Days Ago
fixed floating barrel in small rig
14 Days Ago
small rig s2p
14 Days Ago
Fixed redcard and bluecard doors gaps in small rig
14 Days Ago
big rig s2p
14 Days Ago
accidentaly placed crates on a cover spot, removed the crates
14 Days Ago
big rig s2p
14 Days Ago
removed defending spot under cctv room doors to prevent AI scientists snafu
14 Days Ago
oilrigs s2p
14 Days Ago
fixed zfighting on cctv room desk paper fixed new rooms layers - now set to world
14 Days Ago
manifest
14 Days Ago
oilrigs s2p
14 Days Ago
swapped computer station for cctv desk in oilrigs
14 Days Ago
merge from sat tube branch for CCTV desk
14 Days Ago
re-enabled detail layer on distant crates LOD
14 Days Ago
Fixed flickering on overgrowth billboards
18 Days Ago
mossy rubble piles use material config instead of biome visuals
18 Days Ago
removed terrain layer from most rubble piles as it displays snow indoors in some biomes and there's no good way around it. We should tackle the transitions using depth bias ideally
19 Days Ago
Snapped all crates on cargo ship back to the ground