5,764 Commits over 3,683 Days - 0.07cph!
Small oilrig fixes, powerplant fixes, excavator fixes
large oilrig bag of fixes
Water treatment plant's bag of fixes
re-applying shadow proxies to fridge/poker tables prefabs
re-installing bandit camp changes 2 out of 2
re-installing bandit camp changes 1 out of 2
industrial buildings closing off hole exploits on LOD1's when playing with potatoes
supermarket - fixed floating props galore
improved the collider of the truck wreck greatly
Harbor_1 tweaks
Red train crane prefab variant
trainyard refresh - grounds meshes, vertex painting, detail pass
Sewer branch changes
-shortened the road out of the monument
-fixed missing pillars in the sewer_bigroom_a collider
-chairs are interactive
LS Bag o Fixes:
- fixed missing colliders at sewers grilles
- fixed lightpost towers not being climbable everywhere
- more accurate colliders for fuel storage tanks
- fixed red pipe of death (this is a hacky fix)
- improved colliders on dirt mounds
- improved warehouse LOD3 imposter texture to be see through on windows
- improved road connection to the site
- fixed underground red pipes clipping in concrete
- potential fix for being able to use doors on the rocket side puzzle
- fixed puzzle door clipping through wall when opening, fixed some loot clipping or blocking door opening inside puzzle room
- air duct vents inside the offices cannot be seen through anymore by jumping
- fixed a gap in the LS warehouse model that gave an peeking advantage
- made chairs interactive static chairs
More even radiation inside MT, some areas were left without any
helper colliders at sphere tank set to prevent movement layer
sphere tank stairs colliders review
tugboat and harbor crane stairs colliders review
excavator, attempt at fixing stairs bullet fail to register
harvestable roadsigns, sewer branch
reviewed cave_large_sewers
lightposts fixed regression
reviewed bunker room dressing scene
Some more light fixtures texture polish
Military tunnels bundle of fixes
Spent some time improving light fixtures textures and prefabs to function as intended
Lightposts collider was incorrectly using LOD2
Various cave issues fixes
Added a ocean culling volume to cave entrances/cenotes and harbor tunnel entrances as they spawn close to water surface
Custom AddToHeightMap object for Junkyard mounds - this will fix the remaining floating foliage there
deleted and re-created meta files for the cliffs '\models' folder
Re-exporting colliders one last time (if this introduces an issue we'll revert this changeset)
Fixed chainlink fences at sewer branch and sat dish overriding prefab LOD distances for lower values
Fixed issues with timber mine entrance in MT
re-exported cliffs after a complete scene/objects geometry+transforms reset
Baked LODs for large oilrig and oilrig crane
Scene2Prefab Oilrigs and Junkyard
geometry reset on cliff rocks renderers and colliders
re-exporting cliff AddToHeightMap meshes with a UV channel
re-exporting cliff colliders with a UV channel
Bunch of fixes for Harbor_2, LS, Powerplant, Satellite Dish, Sewer Branch, Trainyard
Some missing files
all stairs from the stairs_scaffoldings folder should let bullets through
import options for cliffs colliders set to 16bit index format and normals set to calculate