5,736 Commits over 3,987 Days - 0.06cph!
    
    
    
        
            
            
            
                
                fixed some 90concave_R conditionals in the triangle roof prefab being assigned to container skin
                
                
                
                
             
         
        
            
            
            
                
                swing bridge whitebox - figuring out design
                
                
                
                
             
         
        
            
            
            
                
                removed shadow proxies using colliders as source and some less precise proxies
                
                
                
                
             
         
        
            
            
            
                
                merge from mesh memory review
                
                
                
                
             
         
        
            
            
            
                
                harbor_2 dock island + swing bridge prrof of concept
                
                
                
                
             
         
        
            
            
            
                
                harbor_2 cargoship dock - clearing space for a longer dock alley
                
                
                
                
             
         
        
            
            
            
                
                updated mural texture
trees prefab
                
                
                
                
             
         
        
        
        
            
            
            
                
                tweaks to terrain trigger volumes
                
                
                
                
             
         
        
        
            
            
            
                
                fixed scenes where forkilift material had overrides
                
                
                
                
             
         
        
            
            
            
                
                forklift textures polish
removed old material variations
                
                
                
                
             
         
        
        
        
            
            
            
                
                warning stickers deferred decals
added decals to some barrels
                
                
                
                
             
         
        
        
            
            
            
                
                refreshed barrel art
updated prefabs
                
                
                
                
             
         
        
            
            
            
                
                tweaked related materials
                
                
                
                
             
         
        
            
            
            
                
                better generic rust textures and metal base textures
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                further mask downscale, using a small res mask to sharpen transitions
                
                
                
                
             
         
        
            
            
            
                
                assigned LODs on foundation wall b/c/d
                
                
                
                
             
         
        
            
            
            
                
                bus colliders - made a separate prefab to allow use on client/server with more flexibility
                
                
                
                
             
         
        
            
            
            
                
                tweak
regular white and green bus variants
                
                
                
                
             
         
        
            
            
            
                
                tweaks and polish
fixed wrong mat for cover on bus distant lods
                
                
                
                
             
         
        
            
            
            
                
                texture sizes
plugging some holes in the mesh
                
                
                
                
             
         
        
        
            
            
            
                
                bus LODs and art prefab
updated art in prefabs
removed temporary versions of the bus
                
                
                
                
             
         
        
            
            
            
                
                twitch rivals decal prefab
textures updated, materials updated
                
                
                
                
             
         
        
            
            
            
                
                texture set changes - removing incorrect metalness from some bits
                
                
                
                
             
         
        
            
            
            
                
                merge from packed blend branch
                
                
                
                
             
         
        
            
            
            
                
                merge from packed blend branch
                
                
                
                
             
         
        
            
            
            
                
                progress - texture set #3
texture polish
                
                
                
                
             
         
        
            
            
            
                
                progress - texture set #3
                
                
                
                
             
         
        
            
            
            
                
                Setup random variants to roof's bottomline prefabs
                
                
                
                
             
         
        
        
            
            
            
                
                cherry picking new shader from diogo's branch
                
                
                
                
             
         
        
            
            
            
                
                fixed wall_full_b lods not being set in rendererlod script
added variant conditional prefabs for wall.doorway, wall.window, wall.low, wall.half, roof, floor, floor.triangle
setup in main prefabs of frontier skin
                
                
                
                
             
         
        
            
            
            
                
                frontier roof vs floor: round 2
                
                
                
                
             
         
        
        
            
            
            
                
                gingerbread triangle roof gap
                
                
                
                
             
         
        
            
            
            
                
                fixed offset in gingerbread triangle roofs colliders
                
                
                
                
             
         
        
        
            
            
            
                
                merge from main with the holy re-serialized materials of deeath
                
                
                
                
             
         
        
            
            
            
                
                latest greybox content... and it's a wrap before review
                
                
                
                
             
         
        
            
            
            
                
                radiation volumes
interactive props
                
                
                
                
             
         
        
            
            
            
                
                environment volumes and veils setup
placed individual props/structures back
scene hierarchy cleanup