5,764 Commits over 3,683 Days - 0.07cph!
Removed buttons and button boxes, replaced them with a socket outlet box to hook up electric cables. Updated relevant prefabs
more accurate elevator fence colliders
Changed lift call button and button boxes placement. Updated relevant prefabs
Changed lift call button and button boxes placement further center. Updated relevant prefabs
Changed lift call button and button boxes placement to avoid being covered by walls and frames, updated relevant prefabs
rotation fix on lift bone, updated prefabs accordingly
Substance Terrain graphs backup, annotated most graphs for other users
Added Tier topologies functionality to monument graph
Added SD TopologiesGraph to generate terrain topologies.
Added topology selection and preview in TerrainPreview graph
Wooden buildings - collision changes for fishing villages
Substance Designer, lakes creation and placement, also added visual preview for lakes in TerrainPreview graph
Monument cookies for SD lakes/monument placement
Third party Dither node files
Fixed getting stuck in large fishing village building via roof
Added Biome colors to splats in TerrainPreview graph
Gaea core map graph rewrite almost copmplete, now builds in 8mins VS old 45mins
Shifted monument placement and terrain heightmap alteration from Gaea to SD, virtually realtime now
Shifted Splats generation from Gaea to SD, shaving off a ton of baking time from Gaea segment
Added a TerrainPreview graph to SD to display tesselated terrain with splats directly in SD, supports debug color with splat selection and seabed/sea toggle
Substance Designer and Gaea terrain work refactor progress
Scene2Prefab Fishing villages
Extended stairs at fishing villages to account for procmap variation
wrapping up the boat shop emblem prefab LOD setup
merge from cliff_layer_fix
Lighting tweaks and polish
Added speakers at surfers boat shop
Added barrels and crates spawners
Lighting prefabs day/night modulator
static condle light group prefabs
fishing villages lighting prefabs
boat shops interior dressing end
boat shops interior dressing and lighting backup
water spikes LOD distances optim
Adjusted distance from shore for fishing villages
Improved LODs on pallet box set
LOD distance tweaking on wooden buildings and large walkways / fishing nets
more fishing village set dressing
electric wires setup
finished rowboat emblem by adding pedestal mesh
Scene to prefab villages
added surfboard shop signs to scenes
Optimized boat shop emblem prefab
Added LODs/Colliders and prefabs to the large walkway set
Updated prefab links in fishing village scenes
End of week art sources dump
Placed boat shop emblem in fishing_village_b
Fishing villages dressing backup
Wooden building - final models, added LODs/Colliders/Prefabs and impostor textures
Fishing villages dressing backup
Wooden building color material variants
wooden buildings and fishing village scenes - end of week backup
wooden buildings progress backup
progress backup wooden building
Source files for Fishing net texture set, wooden walkways scene, wood panels texture set changes, wooden walkway normal rebake changes
Some new mats
Changed the albedo of wood_panel_a to lose the AO baked in, change red balance to fit fishing villages wood
Re-baked walkways normal map texture to be more forgiving at being re-used across other assets
Updated some models
Fishing_village_c initial layout and detailing
Fishing_village_b progress backup
Removed odd meshes from twig gibs
fishing nets
walkway fishing crane
Fishing_village_a scene layout progress
More large walkways work, added greyboxed wooden building models, plus a powerline pole slim version
Wooden buildings greybox scenes
closing gaps on sheet metal roof corners
wooden_walkway_fishing_nets_a update with new textures