5,764 Commits over 3,683 Days - 0.07cph!
Added the stations and cctv setup to tunnel entrances
computer station static (had to manually add here to work on it as original commit contains a merge) Feel free to ignore this commit when merging save to main
Added missing bench collision to stairwell_bottom_360
created some demo layouts of the underwater labs
Final art for the bottom stairwell 360 pieces, dressing
Detail greybox models for underwater labs
Added a doorway condition piece for tubes between modules
Added dungeon and environment / water volumes to the modules
Basic UVs for scale
Adding greybox models and prefabs for underwater labs procedural modules and conditionals
Pre-placed sockets for condtional meshes and links between modules
countryside bunker entrance - 3 extra dressing variations
fixed cctv and computer station offset
Added water surface culling to bunker entrance as the direct well may show it close to shore
Ladder volumes, food crate spawners, bunker hatch uses rendererlod, smaller alpha carve surface
Lowered the bunker entrance 25cm to match the 3m grid down
Updated dungeon_grid_test, entrance scenes
Removed old entrance autospawn (still available as a manual placement inside monuments)
Created a static variant of computer station, although this will need work still
fix for AI navmesh issue at giant excavator (collider)
Bunker hatch rig / controller
Bunker hatch animations and door prefab setup
Updated bunker hatch textures with some polish
Bunker hatch model/textures/colliders
countryside bunker entrance final art - models and prefabs
countryside bunker entrance WIP art and dressing setup
greybox meshes for countryside bunker entrance
Greybox pieces for experimental 180+ degree stairwell
Fixed several issues arising from not enough anchors on some cliff prefabs, leading to holes
Fixed gap between cliffs at ice_lake_4
Fixed scrappile LOD1 missing backfaces
Staggered LOD distances on the gas station buildings to avoid pop
Gas station S2P
Lowering snow_ore population to 1000
Bumping arid_ore population to 1750
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Fixed shadow proxies on train wagons
Scene2Prefab all - prefabs only
changing default display on sapling_conifer_small to temperate
Better sewer branch blend map
festive xmas wreath holly floating fix
rocket_crane lift is r/w enabled again
fixed a segments of cave_sewers_hard not being linked inside culling volumes
replaced static signs with harvestable ones in junkyard
relinked some broken nested prefabs
created a bespoke spicebush mat for temp overgrowth with wind params that dont clip walls
supermarket - fixed some zfighting with pavement
fixed floating stone corner at water_well_a
sewer branch - painted some road topology to avoid cliffs spawns close to connection
extra terrain anchor for cliff_double_height_d
Cliffs use a collider for shooting one and for walking/thrown objects - solves a large amount of conundrums one collider alone cannot solve
committing some missing metas