5,983 Commits over 3,804 Days - 0.07cph!
Integrated the spotlight in front of the building into the pavement
Lighting prefab updated
Adding the new cobalt posters
HLOD update
Basic dressing for office floor of terminal building (inaccessible)
road connection improvements and blendmap tweaks for bus stop
ferry drawbridge - plugged some mesh holes
removed the incline ladder from ferry drawbridge
rope hook model and prefab
tweaked rope ladder type 1 to blend from a capsule trigger into a box up top so we don't catch players into it when walking overhangs
fixed warehouse doors culling too soon
static rope ladders set - models and prefabs
Set volume of train tunnel entrance in terminal to No Sun
Added some shadow proxies to level to block sun bleeding in interior
Salvo of bugfixes for ferry terminal
fixed sliver gaps in floor conditional, potential fix for shadowing artefacting too
Stairs spiral - Moved collider to parent
enabled forceVisible flag on SC skin RendererLODs
Added rendererbatch components where it made sense
Fixed SC rocket splash damage issue related to wall corners
Stairs spiral landing conditionals - Moved collider to parent, set models to server cull
shipping container skin floor and triangle floor conditional models for exterior display
prefabs setup
merge from ModelConditionTest_Outside_Inside
unpacked model prefabs in SC skin prefabs (applying prefab overrides)
fixed see through aspect on metal concave roofs
more accurate SC roof top line collider
LOD1 tweak
armored window bars collider rework
SC skin wall.window touch up
fixed vehicles being able to clip through SC foundation - this was due to vehicles not calculating conditional meshes colliders
fixed wall.right LOD3 being off
Fixing offsets/rotations in foundations on some tiers to unify the system to the same pivot location
fixed an incorrect gib assignment for adobe foundation wall
fixed SC skin roof top line models clipping into walls above it
fixed incorrect floor gibs on metal foundations
better gibs for stone ramp
set culling off on plywood material to fix leaky shadow maps at lower settings
some tweaks to floor colliders
refreshed stone wall frame LOD0 to be higher detail
better creation gibs for Floor frames
better creation gibs for Wall frames
removing tga color lookup in favor of png
tweaked colours to be more vibrant and varied
separated glass from rest of the meshes - ferry terminal exterior and interior building