5,894 Commits over 3,804 Days - 0.06cph!
merge from
10052 (pink wires fix)
updated sbl material to take advantage of new tinting
added a tint alpha channel to corrugated_e_white texture
merge from /main/deferred-decal-extra
merge from /main/blend4way-tintmask
radtown redux set dressing progress backup
storage_building_large LODs, Colliders pass, prefab setup
turned default gutter material green for now (test)
re-saved fridge textures to 2k
some terrain sculpting to accentuate grassy areas
fixed culling side wrong on light fixture transparent materials
fixing some materials switches that were the result of meshlod changes
Re-exporting shipping container wall corner pieces with vertex alpha channel filled
removed a left over tickbox for a biome override on ground concrete foliage
fixed wall_300_pillar LOD1 rotation
removed deferred decal renderer component from glue mesh in favor of deferred mesh decal
reverted to the og material for house trims
updated vcol on decals to tint the recent decal albedo changes
reverted changes to workers_house_generic_trims
Improved monument splats/biome/topologies
Enabled topology override
Fixed flipped normal map on brick pile
fixed biome override on some crack grass nested prefabs
supermarket
tweaked collider of oilrig crane cabin
bunch of material overrides fixes
Improve monument/blend map for radtown to ease road in/out
Raised the terrain slightly to compensate for the road digging effect
storage building large progress - interior
lowered kargo decal alpha intensity to mix better with underlaying surfaces
storage building large progress
backup storage building large
storage building large progress
storage building large progress
Added mesh cull components on light leak fix shadow proxies at Ferry Terminal
storage building large - wip, material definitions
Converted the shed to use MeshLOD instead of rendererLOD
Removed temporary radtown beams texture used by the shed, assigned the final textures to the material
enabled alpha cutout on the shed roof material
Renamed corrugated sheets prefabs to an abcde.. scheme instead of 00x as digits don't play nice with scene cloning for keeping things clean
Converted the prefabs to use MeshLOD, reduced culling distance to 100, if needed for cover, apply locally an override
Fixed some transforms on floorstanding shelves, converted to MeshLOD
Converting building skins to MeshLOD