5,764 Commits over 3,683 Days - 0.07cph!
large caves rocks dressing
update to mil tunnel rocks prefab, some terrain tweaks to go along
fixed a bunch of holes in water tower LOD1 that provided peaking advantage
LS - changed a pallet placement in factory side room
added a building topology ring around oases to block rail/roads coming too close
radioactive water surface border fix
re-applying rock changes to cave_medium_hard and cave_small_hard
Moved all new rock placements into prefabs to make future merge conflicts easier to re-apply
caves - need another pass to finish with overhang rock in some scenes
military_tunnel - gaps left around terrain holes
Manually added cliffs to lake scenes the old fashion way
attempt at preventing seaweeds close to coastal rocks
tweaking of coastal rock terrain raise parameters, added an extra object with lower opacity and larger radius to ease out the terrain but the system has its limits as its stands
set the large powerlines path to avoid beach and beachside to prevent paths intersecting cliffs on the coast
unfucked oasis_c terrain data assignment - was due to a undone rename earlier in the day
repainted the topologies for ocean/oceanside/monument in it
painted black on ocean and ocean side topos of oasises
fixed ocasis_c biome texture not containing data
Wider terrain blend map for swamp_b
fixed bird shit decal projecting on decal layer0
removed hurt volume from the frontier gate
fixed offsets in the frontier gate prefab
setup renderer lod on the frontier wall variants
Shrunk swamps a/b/c terrain usage to allow for a larger buffer for terrain blend map
Reprocessed terrain blend maps for those
Improved icelakes blend map textures
rebuilt the door rig with the orriginal offsets for the gates
shifted collider for the gate from LOD0 to parent
models import settings for display and collision meshes
setting cliffside as 'topology not' for power substations
disabled 'check placement map' on terrain filters of radtown
Added terrain filters to radtown to detect and avoid Arid and Arctic biomes - Revert if needed
swamp trees spawn population allowed on lakeside
refined topologies in swamps and bandit town to correct the impact of painting swamp topology across the entire body of water. Now using lake to prevent tree there.
Enabled Mountain toplogy use on lakes unique environments
added a temporary box to frontier high wall prefab to debug visibility
Fixing folders structure
Creating the prefabs and item definitions
updated swamps and bandit town swamp topology
Tightened the terrain filters for hill cliffs and added Railside in 'topology not' to widen detection chance of rail