5,761 Commits over 4,018 Days - 0.06cph!
Oiljack LOD Atlasing (on L3)
Building Skins Interior blocks and wallpaper/floors carpet example textures
Stairs gib models, prefab setup
Slight changes to the Oiljack L3
Quarry & Pumpjack dynamic collisions
Twig stair collision smoothing
Updated wearable pumpkin's face
New signs textures
Models, LODs
Implemented picture frame signs
Removed test file
Painting frames signs can no longer placed on the floor/ceiling
All remaining signs prefabs implementation
Rest of COLs/Gibs files
Jack O Lanterns require 2 pumpkins to be crafted
Wood signs placement sockets accuracy
banner nmap meta changes
banners LODs, COls, Gibs, Mats
Some polish on the painting screen offsets for some signs
Vertex Alpha weighing on banner meshes for further use with disp shader
New rig for gate doors
Gates models separated to be attached to bones
New rig for doors in Parts/doors.rig/
Doors now have the pivot where the hinge bone is
Added doors guide meshes for construction guides
Barricades stack, cost and crafting time more competitive against high walls
Barricades are easier to place on terrain
Barricades offer 1.5m of cover and standing up shooting
Barricades health balance
Models/Collisions and prefabs update
Sandbag barricade uncommon, Stone barricade comon
Loot tables update
Pushed culling distance on some of the bigger signs
pumpjack and quarry guide meshes improved
Sentry guide marking improved
wall.window.bars hook for shutters worked out
back up
wall.window.external model tweaks to avoid clipping w/ windows deployables
prefabs implementation for vertical and horizontal embrasures
gates.external.high refactoring attempt
models/LODs/COL/Gibs for wood shutters
collision polish (shooting in holes improved)
added collisions back
merging changes from gate_anim
wood gate lock position fixed
Removing old skinmesh gate files that we don't need anymore
merge from main
stone_gate implementation
removed some older anim prefab
Bucket of fixes for signs/banners
all chopper gibs are two sided