userVincentcancel

5,764 Commits over 3,683 Days - 0.07cph!

1 Year Ago
merge from main
1 Year Ago
Ferry terminal S2P
1 Year Ago
Set volume of train tunnel entrance in terminal to No Sun Added some shadow proxies to level to block sun bleeding in interior
1 Year Ago
Ferry terminal S2P
1 Year Ago
Salvo of bugfixes for ferry terminal
1 Year Ago
fixed sliver gaps in floor conditional, potential fix for shadowing artefacting too
1 Year Ago
Stairs spiral - Moved collider to parent
1 Year Ago
enabled forceVisible flag on SC skin RendererLODs Added rendererbatch components where it made sense
1 Year Ago
Fixed SC rocket splash damage issue related to wall corners
1 Year Ago
Stairs spiral landing conditionals - Moved collider to parent, set models to server cull
1 Year Ago
shipping container skin floor and triangle floor conditional models for exterior display prefabs setup
1 Year Ago
merge from ModelConditionTest_Outside_Inside
1 Year Ago
unpacked model prefabs in SC skin prefabs (applying prefab overrides)
1 Year Ago
fixed see through aspect on metal concave roofs
1 Year Ago
more accurate SC roof top line collider LOD1 tweak
1 Year Ago
armored window bars collider rework SC skin wall.window touch up
1 Year Ago
fixed vehicles being able to clip through SC foundation - this was due to vehicles not calculating conditional meshes colliders
1 Year Ago
fixed wall.right LOD3 being off
1 Year Ago
merge from creation gibs
1 Year Ago
Fixing offsets/rotations in foundations on some tiers to unify the system to the same pivot location
1 Year Ago
fixed an incorrect gib assignment for adobe foundation wall
1 Year Ago
fixed SC skin roof top line models clipping into walls above it
1 Year Ago
fixed incorrect floor gibs on metal foundations
1 Year Ago
better gibs for stone ramp
1 Year Ago
set culling off on plywood material to fix leaky shadow maps at lower settings
1 Year Ago
some tweaks to floor colliders
1 Year Ago
refreshed stone wall frame LOD0 to be higher detail
1 Year Ago
better creation gibs for Floor frames
1 Year Ago
better creation gibs for Wall frames
1 Year Ago
removing tga color lookup in favor of png tweaked colours to be more vibrant and varied
1 Year Ago
separated glass from rest of the meshes - ferry terminal exterior and interior building
1 Year Ago
fixed triangle foundation and floors stairs sockets being offset VS square blocks
1 Year Ago
added DeployableIgnore layer to SC skin stairs landings
1 Year Ago
fixed floor frames/wall frame gibs material glitch - thanks 3dsmax ~]#£$%
1 Year Ago
Tweaked inside sockets range to help with placement - it seems most values are picked at random, possibly from cloning old prefabs as a base. A value of .150 seem to ease placement on most surfaces
1 Year Ago
merge from creation gibs
1 Year Ago
creation gibs overrides and some adobe creation gibs polish
1 Year Ago
added specific destruct gibs for top tier foundation wall
1 Year Ago
merge from building skins 3
1 Year Ago
final pass on SC textures
1 Year Ago
shrunk the barrels apsule colliders slightly as to not block player movement added colliders on top roller added prevent movement volumes to avoid getting stuck in the track space moved barrels that were intersecting quarry
1 Year Ago
specific adobe skin construction gibs models
1 Year Ago
specific destroy gibs for armored stair landings
1 Year Ago
fixed some wood tier gibs transform rotation
1 Year Ago
more texture polish to SC skin interior wood
1 Year Ago
revamped plywood texture for SC skin - brighter, more familiar with metal tier all inside walls get colour
1 Year Ago
re-added belt collider
1 Year Ago
merge from main
1 Year Ago
Updating quarry deployable static and fixing materials Updated hardpoints, added engine collider, removed track mesh collisions as dynamic colliders need to be assigned to the bones Re-organized prefab a little for clarity
1 Year Ago
fixed roof conditional top line offset fixed some conditionals draw distances alongside it