userVincentcancel

5,840 Commits over 4,079 Days - 0.06cph!

56 Days Ago
Some prevent movement blockers for falling weapons in large oilrig
56 Days Ago
easier traversal on stairs in WTP
56 Days Ago
glass surface type > glass small on security towers
56 Days Ago
Set Canyon type on some environment volumes to kill fog in some monument below terrain zones - not documented so assuming it works like procmap canyons Fixed a hole gap in Miltun entrance
56 Days Ago
fixed early culling barricades at trainyard
56 Days Ago
cargoship LOD3 glass is see through now
56 Days Ago
killed wind height bend factors on snowy overgrowth - makes dancing bushes
56 Days Ago
fixed moved AC tubes in cave_large_sewers
56 Days Ago
wind amplitude from arid/temperate applied to tundra grasses
56 Days Ago
removed renderer batch selectively on floating junkpiles crates
56 Days Ago
auto updated mats and metas from old versions of editor
57 Days Ago
re-added decal mask 0 to space station skin
57 Days Ago
merge from main
57 Days Ago
expanded floating cities shore vectors
57 Days Ago
fixed some trims on triangle up mesh fixed triangle roof prefab cull distance re-applied roof conditional fix slimmer half wall killed the beautiful window frame depth for embrasures
2 Months Ago
Roof conditional links fix Slimmer wall mesh details Fixing shimering Roof LOD culling fixed
2 Months Ago
more accurate colliders for conditional wall corners, added missing tag Deployvolumeignore on some corner prefabs
2 Months Ago
lowering mboat floors bottom by 1cm to help prevent zfight from above blocks
2 Months Ago
wall frames and floor frames models and prefabs setup fixed double gibs on ramps
2 Months Ago
colliders for core blocks custom normals finish on blocks that need it conditional corners setup + models
2 Months Ago
roof conditionals visual polish various fixes
2 Months Ago
roof block model transforms reset, removed duplicate gibbable scripts
2 Months Ago
Adding space station building grade Added new skin blocks to master blocks Space station building block prefabs setup
2 Months Ago
space station building skin models and gibs files
2 Months Ago
tweaked material of boat building station to use new texture
2 Months Ago
merge from floating cities
3 Months Ago
test mesh add
3 Months Ago
atlas A textures and mat
3 Months Ago
removed batching scripts from cargoship prefab
3 Months Ago
merge from floating cities
3 Months Ago
S2P redo after stomp
3 Months Ago
merge from naval update
3 Months Ago
FCs S2P for all recent fixes
3 Months Ago
fixed boombox.static causing errors in conjunction with culling volumes now uses meshlod and a shadowproxy as it is an expensive object
3 Months Ago
static speargun prefab cleanup
3 Months Ago
removed renderer batch on compound bow placed on non lodgroup type object
3 Months Ago
gun display rack weapons wont cast shadows
3 Months Ago
fixed static tarp materials having wind enabled
3 Months Ago
material simplifications on temperate_portacabin_building_300_600
3 Months Ago
farm kiosk adjusted proxy for less shadow acne fixed floating light posts in FC3 +S2P
3 Months Ago
fixed materials being inconcistent on Ocean Buoy Static, creating popping when LODing
3 Months Ago
shadow proxy mesh for smallOceanWreckBuoy
3 Months Ago
converted dilapidated elevator to use point lights with cookies instead of a shadow casting spotlight. Being in the middle of the casino it cannot be afforded, shadow cost too high with the light range it needed too look good.
3 Months Ago
merge from floating cities
3 Months Ago
merge from naval update
3 Months Ago
Fixed mission giver NPC position in FC3 and 4 S2P all FCs
3 Months Ago
fixed paddling pool static and its water plane not culling adjustments to culling distances of following static entities art: boombox, blackjack table, bandit sentry (also uses single drawcall AK47 now instead of 4 mats world model), recycler, slot machine, spinner big wheel, playing card tables ridiculous spinner wheel dropbox drawing distances fixed arcade machine static, bunch of optims
3 Months Ago
FC barge 3600/4200 shadow proxies
3 Months Ago
disabled shadow casting on some outliers from floating walkways set prefabs
3 Months Ago
material color tweak to better track the unoptimised original look