5,764 Commits over 3,683 Days - 0.07cph!
wall.window.external model tweaks to avoid clipping w/ windows deployables
prefabs implementation for vertical and horizontal embrasures
wall.window.bars hook for shutters worked out
back up
Sentry guide marking improved
pumpjack and quarry guide meshes improved
Pushed culling distance on some of the bigger signs
Sandbag barricade uncommon, Stone barricade comon
Loot tables update
Barricades stack, cost and crafting time more competitive against high walls
Barricades are easier to place on terrain
Barricades offer 1.5m of cover and standing up shooting
Barricades health balance
Models/Collisions and prefabs update
New rig for doors in Parts/doors.rig/
Doors now have the pivot where the hinge bone is
Added doors guide meshes for construction guides
New rig for gate doors
Gates models separated to be attached to bones
Some polish on the painting screen offsets for some signs
Vertex Alpha weighing on banner meshes for further use with disp shader
banner nmap meta changes
banners LODs, COls, Gibs, Mats
Wood signs placement sockets accuracy
Jack O Lanterns require 2 pumpkins to be crafted
Removed test file
Painting frames signs can no longer placed on the floor/ceiling
All remaining signs prefabs implementation
Rest of COLs/Gibs files
New signs textures
Models, LODs
Implemented picture frame signs
Updated wearable pumpkin's face
Twig stair collision smoothing
Quarry & Pumpjack dynamic collisions
Slight changes to the Oiljack L3
Stairs gib models, prefab setup
Building Skins Interior blocks and wallpaper/floors carpet example textures
Oiljack LOD Atlasing (on L3)
Quarry LOD Atlasing (on L2 & L3)
Quarry ladder optimizations, prefab update
Removed emissive material from keylock
Twig and sheet metal col extra detail
Chicken meat worldmodel uses the right meshes/mats
Keylock uses the keylock model
Pass on building blocks prefabs, collision override setup
Stairs collisions tweaks
Armored metal tier accurate collisions models
Sheet metal tier accurate collisions models