6,130 Commits over 3,895 Days - 0.07cph!
Shifted food crate away from recycler at MT
Fixed a blocker at Trainyard main building staircase
Fix to Airfield puzzle flow
Reverted generators player pos transforms across levels unless using a different transform location
Fix to Powerplant puzzle flow
removed legacy barricades in mines at MT
Final check over generators
Fix to Powerplant puzzle flow
Fixed an exploit where you could loot a through a window on Powerplant
Loot balance outside puzzles
Removed RendererBatch scripts from pipe sets
Shifted recyclers out on Powerplant and Sewer Branch
Fixed roof jump exploit at WTP
Fixed trainyard rooftop exploit
Fixed barricades positions
puzzle circuits models/textures/mats
Updated simple switch prefab
Updated prefabs : TimerSwitch, Splitter, ORSwitch, DoorManipulator, ANDSwitch
electric wiring modular kit meshes/prefabs
swamp trees population prefabs
topology edits to craggy island
Reeds models/textures/materials/impostors
procmap reeds prefabs to replace temporary river prefabs
river reeds popuplation tweaks
merge from procmap_puzzles_polish
water lilies for swamps and lakes (models/textures/prefabs)
swamp_a, b, c baseline scene files
swamp_a initial terrain sculpt backup
swamp_a fully automated splat painting test splat files
swamp_b terrain sculpting + automated splats
Procedural splats for bandit town - kept the previously drawn dirt splat in the mix
Texture polish to reeds and water lilies after feedback
Propagating fixes to splat automation from bandit town to swamps scenes
swamp_c terrain sculpting and splats
Swamps hero trees whitebox
swamp hero trees models/LODs
Swamp scenes progress
Swamp_b dressing
Swamp_a dressing progress
Swamp_a dressing progress
Swamp_c dressing progress