userVincentcancel

5,764 Commits over 3,683 Days - 0.07cph!

2 Years Ago
tweaked new campfire emissive (curves/sat) fixed typo in texture name
2 Years Ago
merge from main (catching the re-serializing train)
2 Years Ago
merge from main (catching the re-serializing train)
2 Years Ago
backup
2 Years Ago
merge from scientist barge
2 Years Ago
compound S2P
2 Years Ago
Updated marketplace and reclaim terminal locations in compound
2 Years Ago
S2P bandit town
2 Years Ago
final integration of marketplace/reclaim terminals screen UI
2 Years Ago
Updated the terminals of the marketplace to only include the screen text since the terminal is already part of the marketplace art
2 Years Ago
S2P bandit town
2 Years Ago
Bandit town - updating terrain to fit the new visuals of marketplace/reclaim terminals
2 Years Ago
Updated marketplace and reclaim terminal prefabs in Bandit Town, updated Bandit Lighting prefab
2 Years Ago
crunch compression
2 Years Ago
set dressing and polish around cave_procedural_entrance_c
2 Years Ago
cave_entrance_c LODs, hull, collider meshes some set dressing S2P relevant cave scenes
2 Years Ago
arid variant of cliff_low_arc_overhang added biome visuals version of the prefab in procedural cave entrances
2 Years Ago
better collisions for the cliff_low_arc_overhang type (used mostly on hapis and cave entrances)
2 Years Ago
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
2 Years Ago
merge from trainyard_update
2 Years Ago
merge from coaling_tower_v2
2 Years Ago
art drop bugfixing salvo + coaling tower changes
2 Years Ago
updating coaling_tower LODs to reflect exit changes at all levels Made the exit path useable both directions rather than one way
2 Years Ago
fixed floating lights on the bridge collider for alternate exit flow improvements
2 Years Ago
Work in progress alternate exit route into the coaling tower
2 Years Ago
S2P
2 Years Ago
Fixed floating puzzle electric wire in LS
2 Years Ago
fixed incorrect matID on Hvac_exhaust in oilrig
2 Years Ago
fixed some powerline lod popping distances tweaks fixed darker appearance inside vs outside on last lod
2 Years Ago
fixed some more casters
2 Years Ago
bespoke shadow proxy models for space_center_office_bld a/b/c
2 Years Ago
bespoke shadow proxy model for space_center_roof_module
2 Years Ago
coaling tower culling distance change added door at the end of the suspended walkway
2 Years Ago
merge from main
2 Years Ago
removed shadow proxies from garage doors, use renderer
2 Years Ago
Fixed flickering decals on tower (depth bias issue)
2 Years Ago
import settings fix for coaling tower colliders
2 Years Ago
S2P
2 Years Ago
fixing a bug with coaling tower LOD3.. coming from an other prefab S2P trainyard
2 Years Ago
Fixed stray barrel spawnpoints in Trainyard
2 Years Ago
adding a strip of decor topology on the trainyard rail (to potentially block barrels spawns)
2 Years Ago
fixed missing material reference on coaling tower LOD3 prefab
2 Years Ago
Adding cave_procedural_entrance_c variation
2 Years Ago
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
2 Years Ago
enabling crunch compression on the tarpaulin textures changing tarp material to use standard + wind
2 Years Ago
procedural_cave_entrance_a tweaking terrain parameters and topologies - getting pretty seamless
2 Years Ago
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
2 Years Ago
procedural_cave_entrance_a scene and basic setup
2 Years Ago
Fixed grass not growing around powerlines - redid the terrain modifiers a bit
2 Years Ago
fixed some material ID mismatch on lightpost_a