941 Commits over 2,771 Days - 0.01cph!
fixed slight gaps around wall frame semi circle on swirling wallframe
merge from lunar branch, changsets -
111037 (fixed uvs on lod2 wallframes) and
111016 ( fixed default wall divider appearing in the crafting menu without ownership)
fixed small uv issue on wood trim on wallframes LOD2s
merge from lunar_new_year_2025 branch - snake mask files and icon
fixed lumberjack hoodie issues again - rebuilt manifest and then redid skeleton skin in male and female prefabs
fixed bad triangulation on wall_frame_02 collision
massively reduce lunar_new_year_wall_frame trim texture (2048x2048 to 1024x512) and remapped uvs accordingly, reexported all meshes
fixed lumberjack hoodie skinning issue - rebuilt prefab
texture tweaks, set up wallpaper item files with correct icons, tweaks to alpha so holes arent as big
updated wallpaper textures with less damage and darker tears and rescaled to 2048
lunar new year wallpaper variant materials, textures, icons, item prefabs
4k textures for lunar wall frames
lunar wall dividers icon render, prefab setup ,spawnable, lods, gibs, collision
removed wip files, added game meshes, correct textures
lunar new year branch and very wip item setup
converted f1 grenade to use specgloss
made f1 grenade world model have the ring and lever, removed it from thrown projectile, investigating skin material not displaying correctly - needs enabling in workshop and adding to entity prefab which is 3rd person held prefab
removed old unused ice textures now we have the composite texture
tweaked ice sculpture IO input rotations, also rendered new icon
set dayaans material values to the default, tweaked tiling of cracks slightly, tweaked ice colour to be a bit more blue in anticipation of the ice_composite texture consisting of R - albedo G - Height - B - Smoothness - A ao. Old textures can now be removed once Dayaan has hooked up the new texture
tweaked emissive slightly to be less blown out
set base emission to off on christmas lights
fixed lod1 uv1 for emissive broken
set up emissives and diffrent light colours + materials
added IO artwork and light to ice pedestal, added emissive on UV2, added to gibs, set up IO positions and test emissive materials
icon for twitch rivals flag
made flag fabirc twitch purple, added world model, rebuilt male and female prefabs to use correct name
removed one side of the fabric so it looks more flag like, made backpack dark so it looks unique
tweaked transmission mask on birthday cake to be less glowy, made jam a bit more vibrant. Also reduced transmission mask texture size
twitch_rivals_flag initial model and prefab setup
added temp material values that I think make the ice look better - changes and request written up on task comments
better gibs and saved better icon position
ice sculpture pedestal gibs first pass
mesh collision for ice sculpture pedestal
ice sculpture pedestal model and materials. need to do lods and gibs and asset cleanup
fixed 3rd person cake to display corredct birthday number, also tweaked materials for better SSS and jam colour/height
WIP new meat models and materials
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changed crate spawn positions on divesite_d and divesite_e so they are higher than the seaweed until the foliage_flattening is implemented
reset pivot on divesite_plane, divesite_plane_COL and removed COL from visible prefab
deleted unused concrete_barrier material generated from fbx import and changed barricade_concrete and barricade_concrete_gibs fbx material import to embed then linked existing correct materials
merge from seaweed_dressing
divesite_plane_lod1 intersecting face fix
junkpile_water and oceanwreckbuoys seaweed dressing