6,058 Commits over 3,834 Days - 0.07cph!
fixed a missing mesh from collider script on corner_c prefab
cave scene tweaks for cave openings (overrides)
adjustments to some cave pieces that didn't get full coverage
bunkers room dressing save
converted mine tunnels, bunker rooms, sewer tunnels
potential fix for sun passthrough in train tunnel entrance
converted cave pieces - cave scenes require S2P to update
re-applied spatially aware volume changes to bunker tunnel entrances post merge
tweaked entrance bunker volumes to not hide sunlight/sky in ladder room
changed environment volumes gizmo color for clarity
moved the rusty gates back into place
fixed an offset on jungle skin triangle block
fixed an offset on jungle skin floor block
lowered the ground under the zigg pond water to allow swimming effect to work
reverted environment volumes to spatially aware ones after regression, this also re-introduces the terrain collision triggers - S2P
lower ziggurat terrain position in Z, then resculpted to meet the ground line
converted underground tunnels segments (a scene to prefab is required for monuments with tunnel entrances)
enabled r/w on ziggurat gate colliders
some tweaking of the jungle_ruins_e alpha map
enabled spatially aware environment volumes in Ziggurat
more splats painting polish for jungle ruins - eliminating grass as it doesn't belong in jungle monument perimeter
fixed some lootspawn juxtaposition
S2P jungle ruins - to refresh latest collider changes
set dressing push on jungle ruins monuments - S2P
made the slidejump decal more visible in texture tweak
rope ladder more visible
jungle_ruins_e - raised terrain trigger volume higher above terrain
jungle ruins steel gate - made collision more accurate
S2P
enabled r/w on jungle earth pit collision mesh
ziggurat scene - tweaked env volume terrain trigger space above terrain - S2P
jungle bamboo scaffolds now use LOD1 as starting LOD
Adding prevent movement volume to zigg gate prefab to fix kick
removed renderer batch scripts from bamboo scaffoldings - re-exported meshes, no other channels than vcol were used
offset for wall corners zfight
smoothed out an erosion line in canyon A
removed shadow proxies on the default building block tiers, shadow casting reverted back to renderers
set dressing push on the remainder of the jungle ruins, s2p
Updated jungle water treatment tank culling distance
Enable ziggurat name on map
Updated ziggurat HLOD
allowing piper nigrum prefabs to cull at 300m
jungle_ruins_e more set dressing, replaced rad water puddle by earth pit
zigg water surface collider was not set as 'convex' - S2P
Tweaked ocean surface, lake topolgy, enabled water map in monument options
Set dressing tweaks
Fixed incorrect surface types on condenser tanks - S2P required
Fixed incorrect surface types on a couple bamboo kit prefabs - S2P required
Added a plane inside the water treatment tank to prevent players being blocked in it - S2P required
Setup HLOD for jungle_ziggurat scene
Repainted splats and topologies to try and blend into the jungle biome better (shorter transitions, straight into forest floor splat)
S2P
Re-factored the ziggurat exterior/interior shell prefab to be by LOD group instead of merged by LOD tier. Set layer to World
Fixed jungle ziggurat LOD3 material missing its textures