106,858 Commits over 3,836 Days - 1.16cph!
set dressing and polish around cave_procedural_entrance_c
New gib files
Scene backup
scoreboard + game status work
cave_entrance_c LODs, hull, collider meshes
some set dressing
S2P relevant cave scenes
arid variant of cliff_low_arc_overhang
added biome visuals version of the prefab in procedural cave entrances
better collisions for the cliff_low_arc_overhang type (used mostly on hapis and cave entrances)
deployable shared table map
- placeholder map texture / materials
- initial prefab setup
merge from LODGrid_optimizations
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