userVincentcancel

5,899 Commits over 4,110 Days - 0.06cph!

6 Years Ago
Canyon map files
6 Years Ago
Fixed lost terrain reference in archipleago
6 Years Ago
Missing file
6 Years Ago
more filters work
6 Years Ago
Removed some old generic rocks from tundra forests Updated foliage.v3
6 Years Ago
Archipelago latest build Stones and Gravel splat foliage filters avoid roads/buildings
6 Years Ago
Tweaks to forest and small boulders filters
6 Years Ago
Archipelago latest build - improved forests cover, made the tier maps generate from a mixture of biome and monument size as opposed to just biomes
6 Years Ago
Added capsule colliders to monument nodes as a way to guess size and make them visible (makeshift) Tweaks to World steup prefab Archipelago latest build
6 Years Ago
added descriptions to scripts in world stack
6 Years Ago
Added missing river mesh script to world stack
6 Years Ago
Archipelago map
6 Years Ago
Latest terrain generation Made monument inserts slightly smaller, added a mark on monument topology to better locate Monument node center Added monument node prefabs for Ice lakes, Swamps, XL
6 Years Ago
fixed incorrect material on a compound house LOD1/2
6 Years Ago
Added the new ring road scripts to World_Setup_v3 stack
6 Years Ago
Added TerrainPlacementMap to project_gaea terrain
6 Years Ago
Set Gas Station, Supermarket and Warehouse to type 'roadside' Removed old roads art, shifted road connections further away Allowed roadside monuments in all tiers of map
6 Years Ago
Folders re-organized in autospawn/monument/ and Scenes/prefabs/
6 Years Ago
Temperate zone surrounding lakes in arid biome fixed
6 Years Ago
Latest terrain generation Added lakes back with a new process Applied lake's process findings to monument placement process Added river topology to serve as a base for river pathing
6 Years Ago
Residential buildings - all buildings baked LOD rework Updated compound level
6 Years Ago
revisited roads LODs
6 Years Ago
Industrial structures - cooling towers and collapsed bits baked LOD rework
6 Years Ago
material tweaks
6 Years Ago
Industrial structures - interiors extra LOD level
6 Years Ago
Industrial structures - all buildings baked LOD rework
6 Years Ago
Industrial Water Tower LODs rework
6 Years Ago
Patrol Helicopter additional LOD pass Fixed PatrolHelicopter prefab not using any of its LODs
6 Years Ago
RHIB additional LODs pass
6 Years Ago
Trucks additional LODs pass
6 Years Ago
Truck trailer additional LODs pass
6 Years Ago
Forklift additional LOD pass
6 Years Ago
fixed dockwall stairs cloned LOD
6 Years Ago
Large Oilrig additional LODs Oilrig scene changes
6 Years Ago
Large Oilrig barriers additional LODs Oilrig scene changes
6 Years Ago
Tires set additional LOD pass
6 Years Ago
Stairs set additional LOD pass
6 Years Ago
Wooden pallets additional LOD pass
6 Years Ago
Remnant container additional LOD pass
6 Years Ago
Launch_Site office interiors additional LOD pass
6 Years Ago
Launch_Site additional LOD pass
6 Years Ago
Oil Refinery small additional LOD pass
6 Years Ago
Oil Refinery large additional LOD pass
6 Years Ago
Sphere tank additional LOD pass
6 Years Ago
Sedan LOD rework
6 Years Ago
Foliage grass cutoff reverted to 0.5
6 Years Ago
cacti prefabs backup reworked ores diffuse maps separate v3_ore spawn populations: spawning ores at bottom of cliffs meshes
6 Years Ago
bespoke colliders for asset store cacti
6 Years Ago
Arctic rock formations Near final world setup structure
6 Years Ago
hacking a snow splat mask on cliff_basic_snow shader (temporary)