5,764 Commits over 3,683 Days - 0.07cph!
Added Lake in Topology Not for most grasses as they can spawn on custom map lakes as they don't follow the same rules as procmap. This should not impact procmap visuals in any way.
tweaked lava haze damage volume down
created variants of arid decor clutter to make lava biome versions
Lava biome terrain foliage variants
lava basic damage volumes
changed lava flow map to exr
added bespoke roof.adobe.top.line.end.left fbx model to avoid negative scaling
Ensuring 'server cull' tag is set on the relevant objects inside adobe skin prefabs, some meant to be were left untagged
downsampling textures in PS for better visuals (unity's downsampling is crap)
fix for deployables socket angle rejection not working on adobe roof
fixed PTZ camera not deploying on adobe ceilings - socket tolerance issue
tweaking values to flashlights
fixed water_drum_b shadow proxy not being deleted
some changes to the roof.stone.bootom.line prefab to mitigate draw distance/LOD Bias outcomes
re-uv'd the thatched LOD1 roofs to display hay
reduced volume of wall.half and wall.low colliders
fixed roof conditional end bits being swapped L/R
fixed triangle frame gibs material definition
fixed sheet metal wall.left / wall.right conditionals
fixed incorrect shadow proxies on spiral stairs, incorrect collision offset, incorrect surface type
fixed custom normals on floor, triangle floor
fixed incorrect vertex normals on spiral stairs
fixed uv seam on wall half
merge from main/building_skins_3
adobe skin texture improvements
merge from main/building_skins_3
fixing a few roof condition issues
fixed early culling adobe floor frames
adobe skin wall logs stick out further without collision
adobe skin texture improvements
stairs spiral triangle and landing offset fix
fixed mismatch - collider displayed instead of visual mesh
Adobe skin simple stair is see through - updated colliders and gibs
Fixed some adobe prefabs using brick or other skin collision meshes, figured this would not ship with it, needs its own resource
Renamed correctly a bunch of gibs in brutalist skin, some misnamed LODs
adding shipping container skin color lookup
material tweaks
re-applied shadow proxies removal
re-texturing the floor frames and wall frame to be less like the wood tier
Fixed Adobe U stair early culling issue - caused by left over LODGroup
fixed quarry_deployable_atlas_b_normal channels needing to be szwizzled/flipped to display correctly.
slight improvements to the interior side of brutalist skin wall, overall less contrast to the outside wall
changed damage type and script on hatch to kill
disabled pile of crates that was left visible over burn pile
S2P
fixed static security door shadow proxy mesh transform differing from visual mesh
Added HLOD to NMS scene
S2P
added some HLOD tags to some props, tweak o some props distance culling
some uv mapping improvements to brick window bars
reworked the brickskin tintmask to look like soot
modified the material blend layer of brick interior walls to look like soot rather than paint. visual difference between outdoor and indoor reduced.
Changed the adobe skin interior wall to be visually closer to outside wall while remaining unique
Added hurt volume under the NMS hatch