5,764 Commits over 3,683 Days - 0.07cph!
zero'ed transform offsets on lootcrate prefabs for the gizmo preview to be correct again
Junkyard - more splat work
Re-enabled green card puzzle
Loot spawns - Terrain Blend map
Fixed stretched UVs at the bottom of sedan wreck-junkyard variants
More Junkyard work - surroundings - topologies
Ported fridge changes to HDRP_Backport branch - This will need S2P
Fridge door should be fixed across all locations now
More junkyard progress - reviewing LOD distances- scene organizing
Floodlights_B variant of Floodlights_A without concrete/terrain base
Alternate versions of Pipe_cover_left from the launch site for Junkyard
Junkyard - update with new prefabs
Re-applied bug fixes to trainyard and cave_entrance_a
Will need a S2P for caves
Junkyard terrain splats painting - composition/framing improvements
Added the shredder and crane to the new junkyard - terrain rework to integrate it better and allow for ample room around crane to maneuver
Adding Crane magnet and Car shredder from vehicle branch
Fixed some of the new junkpiles throwing NREs - Adjusted AI obstacles
Train tracks material links
Re-applying Bandit Town changes from main - Softcore and slot machines
Re-applying Compound changes from main - Softcore and terrain filters
Removed water visibility triggers from sewer_drainwall segments (from the scene this time)
Re applying change from main - power substations radiation disabled
Re-applying changes to procmap from main - tunnels scripts
Bugfix - triangle frame inserts were not socketed perfectly center of the triangle, leading to small gaps
reworked alpha channel of powerlines impostors to cope better with mipping
Removing extra neon lights in bottom stairwell prefab that may make double neon lights possible in that place under certain conditions
Repainted splats on entrance to ditch all grass - building rotation makes accurate painting impossible for now :P
bugfix for Top of Pylon LODing issue ticket + powerlines LOD2 UV bleed
bugfix for armoured door has double handles
bugfix for Pallet of boxes LODing issue ticket
bugfix re-exported wall.windows.bars.gibs with correct rotation
bugfix roadside electrical boxes culling distance extended for combat reasons
Dwelling prefabs props placement polish
fixed NREs with dwelling prefabs
DoPrepare on new dwelling prefabs
Fixed dwellings having an offset in the root transform
Improved dwellings spawns in the corridor prefabs
Tunnel dwellings prefabs work
Expanded corridor volumes on link-stairwell-bottom prefabs to enclose the lift shaft floor
Fixed vent jumping issue in entrance mesh
Fixed collider details missing from roof on entrance collider
Improved collider accuracy on bottom of stairwell lift shaft
Fixed grass spawning inside entrance
fixed one dwelling spawn too many in 72m segment
Reworking 72m corridor prefab to load art prefabs as a base rather than the smaller AI loaded segments, AI objects and dweller spawns in 72m segment custom fit
Updated heavy barricade stone barricade prefab links
Adding a barricade static model in props folder that has better looking LODs (to be used for world environment, i.e. the new train barricades)
Capping holes in corridor_straight_18m
corridors set dressing and cover pass - kept empty spaces around NPCDwelling spawns
Increased entrance culling distance - was lumped into the corridor tweaks earlier by mistake
improved stairs collider on the entrance