userVincentcancel

5,603 Commits over 3,957 Days - 0.06cph!

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Fixed wood ladder prefab using outdated material definition Converted to MeshLOD along the way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