5,921 Commits over 4,138 Days - 0.06cph!
early layout for the marketplace
added terrain triggers, basic splat and topology painting
some more doodling on the monument layout
second pass on environment volumes
first pass on environment volumes
apartments building facade, atrium and corridors progress
apartments greybox progress
apartments greybox progress, early facade mockup test
apartments greybox progress, furnished with some readily available props and deployables for now
apartment large and medium greybox
apartment complex monument initial setup for scene, terrain, prefab and hierarchy
enabled serverside collider on crypt skin bottom line conditionals
applied more concistency on collisions for roof bottom line conditionals
less ambient occlusion after all
disabled batching on roof decal meshes as it fucks the rendering of decals up
fixed smoothness of softside stone wall being empty
polish on atlas textures with AO pass reinforced where skulls are
some vertex normal weights polish on doorway and window blocks
added doorway and window blocks projected decal for the bone ornaments
crypt bones decal projector files/textures
foundation triangle crypt displays correct wall type
re-applied crypt building grades to blocks post merge
creation gibs gib replacement update
floor and wall frame models and prefabs
crypt building skin prefabs, building grade
work in progress on block prefabs - bespoke collisions
work in progress on block prefabs backup
RW on blocks, work in progress on block prefabs backup
crypt building skin blocks models and gibs
updated textures, materials
Fixing offsets and incorrect conditionals on the space station roof blocks
current progress for skin blocks parts and material
ghostships - fixed some zfighting with wood planks
material iteration, bespoke gloss for soft side mud wall look based off plaster_c
crypt building skin atlas textures and material setup
fixed a floating junkpile in excavator_yaw prefab
excavator S2P
Fixed slim gap in half wall hard side
Added brutalist skin roof top line mesh and conditional prefabs
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Added space station skin roof top line mesh and conditional prefabs
updated parenting volume mesh of ghost ships
added individual volumes in select locations on top of buoys and cranes
Fixed a space station triangle roof conditional being toptier prefab
increased culling distance of recycler
added bespoke parent convex volume mesh for ghost ship
Fixed shadows inside radtown master house building with a custom shadow proxy
Fixed shadows inside oilrig level6 rooms. Modelled custom shadow proxy
fixed cover prop on trawler_D shifting locations
removed rendererbatch from cardboard_boxes set fully - may require S2P