5,764 Commits over 3,683 Days - 0.07cph!
Re-organizing windmill folder for clarity
Bandit Town S2P (uses windmill_static)
Fixed missing materials on windmill - This was because the windmill shared materials with quarry deployable that were removed
brutalist skin creation gibs replacement list
brutalist building skin destruction gibs models /relink in prefabs
gingerbread skin creation gibs replacement list
LOD distance tweak on briefcase
Building grade skin components added to blocks prefabs for gingerbread skin
Conditional prefabs linkage
current state of the scene
Gingerbread skin building blocks prefabs setup
Zeroed some models offets left
server cull tag to stairs landing art in respective prefabs
gingerbread wall frame and floor frames models
gingerbread building skin models/LODs Gibs and colliders
thumb_up
20
thumb_down
38
large and small planters deploy volume tweak
Changed the fire exhaust on oilrig_small to v2.1 to be identical to large oil
Tweaked smoke stack emitters positions slightly
filled codelock backfaces
Fixed cargoship light fixtures materials
tweaked the splat mask on ferry terminal to blend correctly
misc tweaks and fixes to the harbor_2 loot spawns
loose mats that were not committed
loose mats that were not committed
merge from art generic props
Merge from quarry_desployable_refresh
Mining quarries monuments S2P
S2P mining quarry monuments
S2P monuments containing pumpjacks
Building grade skin components added to blocks prefabs for frontier skin
frontier skin building grade
roof.triangle.up.top.line conditional
conditional prefabs linkage pass
frontier wall and floor frames models and prefabs
Core building prefabs for frontier skin
frontier convex roofs re-export
fixed some netting collision between armor/basket
fixed incorrect metal albedo in LOD bake