5,764 Commits over 3,683 Days - 0.07cph!
jungle skin prefabs setup progress
jungle skin - models and gibs
jungle skin atlas/material update
moved entities to the subEnts folder for clarity
updated/placed drawbridge doors in siege tower
drawbridges colliders pass, material assignments - prefabs will need revisiting once lods are in
drawbridges door prefabs and setup, anim controllers
anim import options for drawbridges
clipped the open anims on the drawbridges to be the correct span
PSA -- Please do not duplicate content. Use nested prefabs instead -- moved cliffs and overgrowth content in tutorial island scene in release folder to nested prefabs since the actual tutorial island is a manual reconstructed prefab copy in the missions folder, this at least saves us from manually rebuilding the target prefab when it comes to these objects and it can be updated externaly. kthx
collider fixed on barge 3600
fixed a ton of floating foliage in underwater divesites, some ground gaps
removed older underwater rock formations from procmap stack and autospawn folder
fixed some floating rock at arctic base
fixed glitchy pump pipes on small oilrig
updated tutorial island cliffs, rock formations for new style
jungle building skin atlas textures, material and initial test meshes
trying glass decal as masked, with front culling to soften the look
lowered guide mesh pivot to be the ground
rotated back door up
removed wheels off of rear door
Updated battering ram entity path to models, added mesh decals scripts, switched gibs path
Updating battering ram frame models
blocking off large oilrig passage
moved splitter boxes out of the way in excavator
turned wind movement off on LOD1 wall overgrowth
replaced rock formation small prefabs in arctic research base
Replaced old rock formations in ice lakes random elements
Replaced old rock formations in ferry terminal
swamp_c house side rework
some tighter rock placement at missile silo, grass splat tweaks, rebaked hm
cleared tunnel obstruction in military_tunnel
various fixes for cave_large_hard, cave_large_medium, cave_medium_medium, cave_medium_easy
pivot work on battering ram wheel
battering ram shell temp preview
update to visuals prefab pivot (temporary)
updated ram hardware models to reflect latest concept changes
battering ram update to work in progress visuals
fixed car lift collider box being offset in y/z
fixed storage building large ceiling collider gap
modular car style suspensions for battering ram and skateboard
battering ram temporary greybox
small caves rocks dressing
medium caves rocks dressing