121,593 Commits over 4,048 Days - 1.25cph!
Increase max ESP player info budget time to 5ms
converted materials to spec just in case it becomes skinnable
Physics material farm & related materials
added medium and small weapon locker variations
now there is a 3 variations large/medium/small
same height and depth, just smaller in width.
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weapon locker storage update
- materials and textures
- collision setup
- prefab
- still need to do lods and gibs
Implementation (needs prefab updates + testing)
Merge from rail_network_4
Crapload of temp files + scene backup
Made cave exterior cliffs swap to arid versions when spawning in arid biome with BiomeVisuals
fixed a whole bunch of environment volume transition quality
ocean water doesnt pop in and out of view anymore when transitionning inside and outside caves
overall polish
merge from trainyard_update
merge from coaling_tower_v2
updating coaling_tower LODs to reflect exit changes at all levels
Made the exit path useable both directions rather than one way
Middle ground for code lock culling, now less aggressive due to gameplay impact
merge from osx_camera_fix
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Fixed LODs of the marketplace terminal
merge from socket_area_fix
Gun locker test
- folder setup
- initial model test
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fixed floating lights on the bridge
collider for alternate exit
flow improvements
Work in progress alternate exit route into the coaling tower
Fixed camera snapping after closing inventory under certain conditions on OSX
Wall Mountable Gun Rack
Added: -Gun rack variants A + B (wood and Metal)
- Rack Pegs small and large
- Rack Shelving and variants (plastic and metal): Large/small/small segmented/small segmented half size
- Prefabs of each variant, collision setup and textures/materials
Corners also show far distance
Building guides show until 300m
Resource UI + saving / loading bases
Gamemodes can override cost of building & upgrading
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Fixed floating puzzle electric wire in LS
fixed incorrect matID on Hvac_exhaust in oilrig
fixed some powerline lod popping
distances tweaks
fixed darker appearance inside vs outside on last lod
bespoke shadow proxy models for space_center_office_bld a/b/c
bespoke shadow proxy model for space_center_roof_module
coaling tower culling distance change
added door at the end of the suspended walkway