userVincentcancel

6,116 Commits over 3,895 Days - 0.07cph!

11 Months Ago
updated swamps and bandit town swamp topology
11 Months Ago
Tightened the terrain filters for hill cliffs and added Railside in 'topology not' to widen detection chance of rail
11 Months Ago
Added a bunch of terrain filters to coastal rocks to prevent road/rail spawning
11 Months Ago
Attempt to fix weird bug where fence mesh renderers do not keep both materials at runtime
11 Months Ago
Fixed floor spikes giibs spawning twice
11 Months Ago
Fixed large water catcher gibs incorrect materials
11 Months Ago
oilrig small and gas station S2P
11 Months Ago
Fixed wood ladder prefab using outdated material definition Converted to MeshLOD along the way
11 Months Ago
compound s2p
11 Months Ago
fixed compound bbq being hidden away inside a building - put back in party area
11 Months Ago
fixed driftwood_set_3 incorrectly set lods
11 Months Ago
added terrain filter checks to coastal rocks
11 Months Ago
Wider and stronger lakeside topology for lakes and oasis UE's
11 Months Ago
Removed missing guid rocks from craggy
11 Months Ago
LS s2p
11 Months Ago
fixing the LS motorbike access to puzzle
11 Months Ago
Fixed the lakes texture splats not being maximised resulting in partial grass and forest splat showing or spawning their foliage meshes underwater.
11 Months Ago
Forgot to tick Mountain in the topology mask list after making it. Monuments in canyons fix may work from this point.
11 Months Ago
Using mountain topology to reject monuments inside canyons as that is about the only one that will leave cliffs, decor and forests intact Changed monument spawn filters in world setup prefab
11 Months Ago
Improved ground contact on divesite rocks/props being off the ground
11 Months Ago
Tightened the Oasis blendmaps, water surface volumes. Also added a monument topology to them so rail and roads piss off
11 Months Ago
tweaked glowboard intesity a notch set emissive compression to HQ for now. We may want to dither the emissive if we set it to normal quality to reduce banding
11 Months Ago
Adding wallpaper skins for retro, royal, polka dots, clouds, geometric
11 Months Ago
fixed triangle left wall uvs being flipped some precision uv fixes
11 Months Ago
removed splat set nodes from coastal cliffs
11 Months Ago
Updated canyons clutter topology to contain the bottom of canyon surface for ore node spawns Updated canyon scenes
11 Months Ago
skins update
11 Months Ago
green vintage wallpaper skin files
11 Months Ago
Eliminated areas that poked through wallpaper pieces in legacy wood skin
11 Months Ago
Eliminated areas that poked through wallpaper pieces in Brick skin doorway
11 Months Ago
Eliminated areas that poked through wallpaper pieces in Twig tier walls
11 Months Ago
Tightened wallpaper pieces fitting Eliminated zfighting on wallpaper pieces interior side (visible with Twig tier)
11 Months Ago
missing alpha texture lake_a
11 Months Ago
vintage wallpapers update updated materials to spec/gloss
11 Months Ago
Fixed UVs on wallpaper block meshes
11 Months Ago
improved the ocean culling volumes in canyons to reach higher and wider for cases where ocean spawns higher
11 Months Ago
ue_canyon_b meta
11 Months Ago
fixed rotations on jutting cliffs prefabs
11 Months Ago
garage door textures @2k
11 Months Ago
removed ladder box from sphere tank interior collider
11 Months Ago
made armored window's collider soft side planar
11 Months Ago
disabled shadow proxies on Launch site factory prefabs, walkways prefabs converted remaining walkway prefabs to MeshLOD
11 Months Ago
nope - doesn't work
11 Months Ago
playing with shadow proxies for master house shadow flicker
11 Months Ago
fixed cctv name spelling mistake
11 Months Ago
merge from cliffs
11 Months Ago
changed minimum sizes for unique environments procmap spawns canyons 3500+ lakes 3000+ oasis 2000+
11 Months Ago
hid the barrier at the gates as it often floats on some seeds
11 Months Ago
radtown s2p
11 Months Ago
cleared a blocker in master house bedroom added back missing ceiling lights in off variants in storage building large detached the barriers from front gates to allow AI vehicles through cleared a wider pathway for AI vehicles to drive through town raised mud tracks slightly to cope with procmap weirdness by the roadside