5,588 Commits over 3,957 Days - 0.06cph!
modules meshes updated to latest
fixed hatch tube cap collider
ladder volumes throughout
Underwater labs convex mesh volumes - all the combinations should be possible from this set of volumes
backup build scenes
underwater labs hatch material setup
Adding test mesh for volume_1200x1500_1way_moonpool
Cabin crew furniture set greybox models
kitchen furniture greybox models
fleshing out rooms and initital lighting - end
Moved models folder
More wall filler prefab/mesh
Re-organized underwater labs room prefabs to be based around a shell. Sockets and volumes nested in case of variants, so they can be administered from a single place for all future variants of a room
Added some more prefabs for conditional wall fillers
More partition wall variants + prefabs
Made the legs longer for the lab modules to reach seafloor more easily
updated modules to latest artwork pre-LODs
Underwater labs art - first pass, unoptimized
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
thumb_up
26
thumb_down
61
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