branchrust_reboot/main/august_art_bugfixescancel
69 Commits over 31 Days - 0.09cph!
fixed rhib lod materials
adjusted LOD3 lod mat
adjusted the depth and look of the side vents to allow for detailed colliders to allow players to pass through and have explosives stick
adjusted locomotive front & rear bumpers to accomodate steep train tracks
added collider for side vents
updated lods, gibs and prefab accordingly
added wooden ramp to accomodate for the ramp collider on left side of the locomotive
added internal shadow box to SlotMachine.Caboose.prefab
- updates the other static prefab variant too
Added large panel collider for workcart_aboveground, removed extra railing colliders (panel will cover them well enough on its own)
Converted deployable lockers from metallic to specular workflow
Tweaked static locker materials
workcart_aboveground.entity collider fix
- added additional colliders that were missing
- updated prefab
Converted all variants of light_fixtures_opacity materials from refraction shader to standard
This was done in an attempt to fix odd emissive behaviour when lights are turned off via switches
udpated laser detector mesh and scripts for proper rotation and guide mesh rotation
updated prefab accordingly.
fixed gaps in RHIB
removed old LODs and included new LOD mesh (RHIB.fbx) to fix it
haven't touched any other element apart from the main body of the boat
updated prefab
Fixed an invisible collider near the smoke stack on small oil rig
plastic likes to randomly exclude some .mat files eh
SAR inner barrel missing face fix for rigged version
previous fix was for the world model
shadowbox for slotmachine fix
set keycards to Force No Motion to prevent crazy motion blur bug
until there's an actual fix
adjusted water gun spray effect so it doesn't leak through the body of the gun
RF Transmitter now has aerial in 3rd person
updated LODs and updated .worldmodel and .entity prefabs.
Adjusted position in 3rd person to better fit hand.
.mat files suddenly appearing
keycard viewmodel position fix
now works with nomad suit and tactical gloves too
added new laser detector model to more closely resemble the icon.
added new prefab to be setup and replace the old one.
LaserDetector>Model
adjusted position of 16x scope on hmlmg.entity prefab so there's no clipping on the face
fixed wrong gib mesh rotation for the small storage box
fixed gear distant LOD (LOD2) missing face
fixed gap in wood_crate_1.fbx
issue named the crate, "Crate_normal_2"
fixed missing face on SAR world model.
Generally improved LOD0 and LOD1 geometry
improved LOD0 shading
fixed slotmachine shadowproxy box not casting shadows
Fixed Abyss Torch being lit when dropped.
fixed missing base color in a couple of materials
Missing girder in bucket_excavator_arm_end_COL
Missing quad sphere tank in collider
fixed large oilrig interior collider issues
reverted lootpanel.bbq prefab to known good version - Global S2P broke this?
played myself, there was one more tiny instance
fixed all cases of mesh flickering on the powerline platforms
fixed all major collision mesh issues for the powerlines
weapons shouldn't go through the mesh now
primitive lootbox fix
- fixed albedo/ao/spec/normals
- fixed dodgy rope normals - improved them
- FBX Position and prefab zeroed, and scaling at 1,1,1
- fixed ao texture set to 2048 when texture is 512
fixed vending machine gibs
fixed hole in slot machine deposit slot
Fixed a bug where the ceiling in one of the portacabins would disapper on low graphical settings
Changed the emissive color and scale of the insturial.wall.lamp.on prefab
Better emissive texture for supermarket/rocket launch office ceiling lights
Fixed position and sizes of the supermarket ceiling lights
Fixed getting stuck on pipes in arctic base
Fixed broken concrete rubble pile in the lighthouse
Fixed holes in the lighthouse exterior in LOD1
Tweaked baked lighthouse lod texture to better match LOD0 color values
Fixed metal box prop in the NMS chaging size when switching LODs
Attempt at fixing the ocean visuals disappering when exiting the NMS