userhannah.wattscancel

872 Commits over 853 Days - 0.04cph!

Today
Added additional option to customise shaft style (i.e. skins) to fletching jig dialogue
Today
Rejigged the arrow customisation UI to be full screen and better match Rust's UI. Increased viewport size of arrow preview. More colours added.
Today
Added arrow preview to fletching jig dialogue window so now you can preview your customisation
Today
Added "clear customisation" action to skinned customised arrows, returns them back to original ammo
Today
Added fletching and nock colour options to fletching jig deployable (just 5 so far to test), plus players can now save colour profiles, and apply profiles and skins to wooden arrows
Today
Added blockout fletching jig (arrow customisation station), set up as deployable, and added initial player interaction.
Yesterday
Added functionality to customise nock colour. Added view model version of arrow skins, they keep their customisation too
Yesterday
Prototyped customisable arrow skins (vintage target archery) with name labels auto-generated from player name, and customisable fletching colours. Both stay permanent after arrows shot. Customisation can be cleared by player. All working in-game. Customisation station (fletching jig), customisable nock colour, UI etc. planned but not started yet.
5 Days Ago
LODs and collision meshes for Train Tunnels - Randomised Room A. Prefabbed up submeshes and setup. LOD3 bake. Rejigged folder organisation to be more room specific, for clarity.
5 Days Ago
Merge from main
6 Days Ago
Changed train track procgen material to be opaque to get more UV space out of the gravel part (don't need visual blend on the gravel skirt now as it should always be well under terrain)
6 Days Ago
Merge from main. Conflicts on train tunnel double switch and single corner, accepted main version so needs redoing locally with any changes
6 Days Ago
Train tracks - added bottom faces to procgen rails LOD0. Added deeper gravel skirt to all LODs to improve embedding in terrain.
6 Days Ago
Missed lake blend texture
6 Days Ago
Increased radius of Lake C slightly to include blends and terrain splat/sculpt. Regenerated terrain anchors with new blend based script. Slightly gentler tolerances now.
6 Days Ago
Merge from main
6 Days Ago
Reduced blend and increased radius of Oasis B slightly so that they marry up better. Regenerated terrain anchors with new blend-based script, should be better in super hilly spots now. S2P.
7 Days Ago
Removed stray terrain tile from compound prefab. Softened splat blend slightly to improve transition in arid areas. Repainted blend to fall within radius/fade. S2P. Tested in proc map.
7 Days Ago
Updating branch; merge from main
7 Days Ago
Reduced and softened blend of Excavator. Reduced radius/fade slightly to better fit. Regenerated terrain anchors with new blend based component. S2P. Tested in proc map.
7 Days Ago
Shrank blend map to be closer to monument radius and softened blur. Bumped radius up slightly to 115m to improve terrain anchor generation. Re-generated terrain anchors with new blend-based component. S2P. Tested in procmap.
8 Days Ago
Merge from procgen_fix_icelake_placement
8 Days Ago
Bunker entrance source scene - reduced radius/fade to be closer to monument footprint. Removed unncessary paint data (out of bounds) from splat maps to clean up falloff. Reduced blend map to fade to 0 within monument radius. Propagated changes to bunker entrance a-d prefabs. Tested in procmap.
8 Days Ago
Slightly reduced radius and fade of radtown to reduce overreach. Smoothed radtown blend and pulled it in slightly where it extended past the radius. S2P. Checked in procmap.
8 Days Ago
Reduced tile size and terrain map size of jungle_ruins_d to reduce radius overhang and unused splats. Ran S2P. Reviewed changes in procmap.
9 Days Ago
Slightly lowered radius, fade, and blend map of satellite scene to stop huge radius overhang
9 Days Ago
Painted apartment complex blend to better fit inside Jacob's improved radius visualisation
9 Days Ago
Repainted apartments blend map so it falls within monument radius
9 Days Ago
Testing auto resizing apartments monument terrain tile + textures to reduce footprint
12 Days Ago
Added mesh decal component back on to lighthouse exterior to un-break edge decals. S2P.
12 Days Ago
Removed "import blend shapes" from collider meshes for lighthouse lamp damage stages - collider import settings may need checking as this got autoenabled via those.
12 Days Ago
Lighthouse - Set repairable and repaired lamp meshes to not cull
13 Days Ago
Set dressing, shell polish, wires added to Random Room Small A. Updated mani so CCTV console would work.
13 Days Ago
Fixed collider in beacon repairable to not block ladder. Ran S2P.
13 Days Ago
Merge from main
13 Days Ago
Fixed hole in lighthouse exterior mesh which was now visible with the window removed. Ran S2P.
13 Days Ago
Merge from main
14 Days Ago
Tiny polishy fixes to lamphouse light damage stages
14 Days Ago
Polish to damaged lighthouse lamp states, added in repeating LOD3 elements to individual LOD3s
14 Days Ago
Added components to lighthouse scene to make it playable for testing. S2P on the prefab stuff.
14 Days Ago
Added proper LOD material and textures for damaged lighthouse lamp stages
14 Days Ago
LODs and collision for each damage stage of Lighthouse Lamp. Individual damage state prefab setup.
15 Days Ago
Merge from main
15 Days Ago
Prefabbed up lighthouse lamp damage states, implemented states into repairable prefab. Refactored original lighthouse prefab due to unused MaterialIDs.
19 Days Ago
Broken light casing (stage 1) for lighthouse blocker
19 Days Ago
Stage 1 of broken lighthouse lamp (WIP). Removed lighthouse lamp from main monument exterior prefab/FBX.
20 Days Ago
Submitting WIP work on random room small A to switch branches
20 Days Ago
Merge from main.
21 Days Ago
WIP work on randomised room A (cctv)
21 Days Ago
Merge from main