5,764 Commits over 3,683 Days - 0.07cph!
resized/cropped barricade_props_atlas as we likely wont add to it
updated models UVs to reflect change
updated textures in it to reflect recent changes
fix for cave_large_hard through terrain around cenote - added rocks
fix for cave_medium_easy through terrain - added rocks
Fixed dressing clipping in link-stairwell-b-1200
Fixed collision accuracy at back of excavator, filled the room there to block LOS
Fixed hole in wood tier doorway
reconnected a bunch of prefabs that were severed in Oilrig lighting and Compound lighting prefabs
Fixed a crate blocking players on the small oilrig docks
fixed gaps in SC skin floor triangle
disabled shadow proxies on static cars
Sank the tugboat in ferry terminal and updated the loot crates positions that were on it
S2P
Fixed industrial.wall.lamps incorrect visuals. Model was in a hidden location and a clone of the recently updated non-deployed version which slipped under the radar.
better shadow proxy picks for static cars
fixed Brick half wall hard side blocking triangle foundation placement
fixed foundation triangle conditional corners see through side, adjusted colliders as well.
fixed LOD1 on block.stairs.Lshape brick skin
improved brick ramps gibs
Deleting window.bars brick version as not needed
remodelled the brick window block to have a rectangular shape like other blocks
Fixed Ferry Terminal spawning in arctic biome
Reverted flashlight projector changes to previous values
new brick roof models/gibs
updated brick skin textures, added a roof tiles texture
Made monument topo bigger around road node
reverting to straight exit out of ferry terminal
Ferry terminal monument topology tweak
merge from NMS/Props for clarity
wallpaper skin models and prefabs base setup
Added subway maps to various underground tunnels and platform stops
subway maps models and textures + prefabs
brick skin texture polish
tweaked wood door to match other doors bounds vertically
re-exported single wood door textures for higher quality
custom shadow proxies for brick wall meshes
changed surface type of brick skin from stone to rock because apparently stone surface type sounds like grass. @Sound
terrain heightmap regression (add to heightmap scripts)
changed the angle of the road coming into ferry terminal, this may help procmap cope with road connections better
updated hlod
merge from caves_lighting_fix
merge from flashlight tweaks
updated wall lights prefabs used in underground train tunnels
clamping fishing net textures