userhannah.wattscancel
reporust_rebootcancel

851 Commits over 853 Days - 0.04cph!

Today
Merge from procgen_fix_icelake_placement
Today
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.
Today
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.
Today
Reduced tile size and terrain map size of jungle_ruins_d to reduce radius overhang and unused splats. Ran S2P. Reviewed changes in procmap.
Yesterday
Slightly lowered radius, fade, and blend map of satellite scene to stop huge radius overhang
Yesterday
Painted apartment complex blend to better fit inside Jacob's improved radius visualisation
Yesterday
Repainted apartments blend map so it falls within monument radius
Yesterday
Testing auto resizing apartments monument terrain tile + textures to reduce footprint
5 Days Ago
Added mesh decal component back on to lighthouse exterior to un-break edge decals. S2P.
5 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.
5 Days Ago
Lighthouse - Set repairable and repaired lamp meshes to not cull
6 Days Ago
Set dressing, shell polish, wires added to Random Room Small A. Updated mani so CCTV console would work.
6 Days Ago
Fixed collider in beacon repairable to not block ladder. Ran S2P.
6 Days Ago
Merge from main
6 Days Ago
Fixed hole in lighthouse exterior mesh which was now visible with the window removed. Ran S2P.
6 Days Ago
Merge from main
7 Days Ago
Tiny polishy fixes to lamphouse light damage stages
7 Days Ago
Polish to damaged lighthouse lamp states, added in repeating LOD3 elements to individual LOD3s
7 Days Ago
Added components to lighthouse scene to make it playable for testing. S2P on the prefab stuff.
7 Days Ago
Added proper LOD material and textures for damaged lighthouse lamp stages
7 Days Ago
LODs and collision for each damage stage of Lighthouse Lamp. Individual damage state prefab setup.
8 Days Ago
Merge from main
8 Days Ago
Prefabbed up lighthouse lamp damage states, implemented states into repairable prefab. Refactored original lighthouse prefab due to unused MaterialIDs.
12 Days Ago
Broken light casing (stage 1) for lighthouse blocker
12 Days Ago
Stage 1 of broken lighthouse lamp (WIP). Removed lighthouse lamp from main monument exterior prefab/FBX.
13 Days Ago
Submitting WIP work on random room small A to switch branches
13 Days Ago
Merge from main.
14 Days Ago
WIP work on randomised room A (cctv)
14 Days Ago
Merge from main
15 Days Ago
Decal pass for tiny 3x3 randomised rooms
15 Days Ago
Small 3x3 randomised rooms added (still WIP)
15 Days Ago
Merge from main
16 Days Ago
Merge from main
22 Days Ago
Merge from main
23 Days Ago
Merge from main
26 Days Ago
Random room work WIP
26 Days Ago
Merge from main
27 Days Ago
Small Random Room B - Generic - WIP
27 Days Ago
Wire and decal pass for Small Random Room K. Fixed broken boiler room prefab links.
27 Days Ago
Merge from main
28 Days Ago
Merge from main
33 Days Ago
Randomised Room K WIP
33 Days Ago
Merge from main
34 Days Ago
WIP on Small Random Room K (dorm room) so far - WIP!!
34 Days Ago
Merge from main
34 Days Ago
Added static prop versions of blue computer terminals. Added collision for Small Random Room J
35 Days Ago
Final bit of polishy bits on random room J pipes / wires
35 Days Ago
Merge from main
35 Days Ago
Wire and decal pass on small room J, server room (still WIP)
36 Days Ago
Merge from main