5,764 Commits over 3,683 Days - 0.07cph!
tweaked new campfire emissive (curves/sat)
fixed typo in texture name
merge from main (catching the re-serializing train)
merge from main (catching the re-serializing train)
merge from scientist barge
Updated marketplace and reclaim terminal locations in compound
final integration of marketplace/reclaim terminals screen UI
Updated the terminals of the marketplace to only include the screen text since the terminal is already part of the marketplace art
Bandit town - updating terrain to fit the new visuals of marketplace/reclaim terminals
Updated marketplace and reclaim terminal prefabs in Bandit Town, updated Bandit Lighting prefab
set dressing and polish around cave_procedural_entrance_c
cave_entrance_c LODs, hull, collider meshes
some set dressing
S2P relevant cave scenes
arid variant of cliff_low_arc_overhang
added biome visuals version of the prefab in procedural cave entrances
better collisions for the cliff_low_arc_overhang type (used mostly on hapis and cave entrances)
Made cave exterior cliffs swap to arid versions when spawning in arid biome with BiomeVisuals
fixed a whole bunch of environment volume transition quality
ocean water doesnt pop in and out of view anymore when transitionning inside and outside caves
overall polish
merge from trainyard_update
merge from coaling_tower_v2
art drop
bugfixing salvo + coaling tower changes
updating coaling_tower LODs to reflect exit changes at all levels
Made the exit path useable both directions rather than one way
fixed floating lights on the bridge
collider for alternate exit
flow improvements
Work in progress alternate exit route into the coaling tower
Fixed floating puzzle electric wire in LS
fixed incorrect matID on Hvac_exhaust in oilrig
fixed some powerline lod popping
distances tweaks
fixed darker appearance inside vs outside on last lod
bespoke shadow proxy models for space_center_office_bld a/b/c
bespoke shadow proxy model for space_center_roof_module
coaling tower culling distance change
added door at the end of the suspended walkway
removed shadow proxies from garage doors, use renderer
Fixed flickering decals on tower (depth bias issue)
import settings fix for coaling tower colliders
fixing a bug with coaling tower LOD3.. coming from an other prefab
S2P trainyard
Fixed stray barrel spawnpoints in Trainyard
adding a strip of decor topology on the trainyard rail (to potentially block barrels spawns)
fixed missing material reference on coaling tower LOD3 prefab
Adding cave_procedural_entrance_c variation
Adding cave_entrance_c model - purpose is to offer an entrance that aims into the hillside for proc gen caves to come
Adding cave_procedural_entrance_b variation
enabling crunch compression on the tarpaulin textures
changing tarp material to use standard + wind
procedural_cave_entrance_a tweaking terrain parameters and topologies - getting pretty seamless
procedural_cave_entrance_a tweaking terrain parameters and topologies, trying to integrate into terrain hillside as seamlessly as possible
adding a test map that only loads caves and environment for quick iterating
procedural_cave_entrance_a scene and basic setup
Fixed grass not growing around powerlines - redid the terrain modifiers a bit
fixed some material ID mismatch on lightpost_a