1,065 Commits over 2,861 Days - 0.02cph!
added meshes and materials for all new meat items, sss profiles
tweaked skinning a little, added open 150 to 300 and open 300 to 150
drawbridge wip anims and set up controller/avatar
wip drawbridge greybox and anims
added parallax plane to break stuff even more
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changed description on Medieval Barricade store item from "Wooden Barricade" to "Barbed Wooden Barricade"
changed FOV of turntable prop renders to 20 (much better angle for these)
added non-skinned knight armour helmet to itempreview prefab only to avoid clipping issue, added new prop render scripts to all itempreview prefabs in medieval folder and tweaked their values for better turntables
better prop render camera angles - need second go after i pull a shelf
lumberjack hoodie skin fix - assigned skin script to hoodie item in male and female prefabs
reset positions of codelock and storage adapters on medieval large wood box - now the same as default large wood box
merged from hackweek/meat - starting to set up new meat models
medieval large wood box steam item setup, rebuilt manifest and skins asset, now works correctly with spray can and hammer tool - still needs a qa pass on steam item
merge from medieval assault rifle refraction branch
item description changes to add medieval to item description
cinematic 4k textures for medieval large wood box
added alpha channel and smoothness tweaks to medieval assault rifle textures to get refraction working a little better, on branch for approval
renamed Assault Rifle - ICE to Ice Assault Rifle, renamed Medieval AR to Medieval Assault Rifle, updated token and display description of Medieval Assault rifle, ran phrases and uploaded
medieval large wood box icon
medieval large wood box initial model, material, prefab setup, spawnable. Needs lods, gibs, texture size reduction, icon, steam item, art pass
added old critter models/materials for examples and cherry picked to updated main - branching off to critters2
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