5,764 Commits over 3,683 Days - 0.07cph!
Scene2Prefab - prefabs only
Moved/Renamed content for clarity
Removing unused content/cleanup
level asset files that got changed
re-linking slots in materials that have connections to old textures that will be deleted
Assigning correct terrain material to remaining scenes still using 'terrain4'
grounds less floaty at sewer branch
Fixing some issues with shadow proxies on supermarket/sewers/gas station, mainly reverting to higher definition casters
re-linking severed tree prefabs in monuments
Tree minigame marker update all tree entities
cherrypicking jarryd's tree marker improvements
LS warehouse distant LOD backface culling off
fixed stone splat snow material biome tint tinting the snow and using old snow textures
Removed roadside wrecks from decor_v3 as it doesnt allow to do collision detection
Moved roadside wrecks to the world stack prefab
procmap_debug test level - test bed for roadside wrecks backup
colliders read/write spam fix
more LS/Powerplant debug
shopkeeper item throw fix needed a second S2P because nested
Scene 2 prefab - prefabs only
repainted forest toplogy on swamps - slight rework on monument topology on swamp_c (the one with trail connections)
MT - More progressive environment volumes when entering/leaving tunnel entrance
Attempt to fix collision leaving entering some caves
Fixed Powerplant puzzle wires floating
Fixed Sat dish offset on a dish3 LOD0
Added glass colliders to static workcart
Cliffs and micro cliffs now check for powerline topology on top of road topology
Roadside vehicles use aiobstacle to prevent animals running through them, also use terrain filters in an attempt to do collision detection when spawned
Oilrig interior mesh uses the correct collider, import settings were incorrect for it, lengthened underwater pipes
Attempt to prevent thrown items falling into shops at bandit camp
LS - reworked terrain to make it cooperate with the underground tunnels better
WTP - reworked terrain to help with fallen objects, fixed a gap with sewers tunnels that could lead to antihack kicking in
loot barrels gibs material override review
Workshop scene rework - cleanup
Workshop scene rework - progress backup
Adding old CraggyIsland back for programmers, artists, use the HD version
renamed CraggyIsland to CraggyIsland_HD
added water culling volume at trainyard
sphere tank minor tweaks to barrel spawner
cliff overhang models/prefab
merge from backport/wipe1
merge from bug fixes branch
merge from backport branch
cliffs and microcliffs now perform checks against road topology collision
fixed ability to jump inside covered ch47
fixed medium rock formation anchors pivot not being offset to scale right
swamps, shrunk the water bodies to better fit procmap, avoid cases of floating water bodies
fixed floating cliff at WTP and sharpened the terrain blend map around it
crates at airfield display until network range as they are pretty much the only covers out there
re-setting LOD draw distances on power substations prefabs
electrical boxes and crates draw distances (must have gotten stomped during proxies)
re-added sewer branch puzzle
fixed rock clipping inside trainyard tunnel
delete and re-creating metas on vehicles and small rock clutter files (similar problem encountered with cliffs earlier)
Added prevent building volumes to roadside wrecks
reworked checkpoint2 area at airfield, fixed barrels spawns
fixed floating water tower at wtp, intersecting rock inside sewer tunnel
removing birch_medium_tundra harvestable tree from satellite dish in an attempt to fix NREs
roadsigns are harvestable in sat dish
fixed crane/rail block at trainyard by fully blocking the gap, attempting to get better electric wires rotating powerline posts (this is getting old)
Another attempt to make the cave_sewer_hard terrain cooperate on all seeds
bulkframe props chainlink fence now properly on transparent layer and double sided collider
loot barrels gibs material should match visuals
fixed collider gap in cargo ship deck wall
fixing cargoship style 2 containers covers zfighting/clipping
Compound - jiggling about prevent movement volumes to prevent access to getting stuck honey pots
Awnings - added a custom collider, fixed collider being one way on cloth
LS - re-sculpting terrain around the drains to help prevent out of bound exploits on some rare seeds