branchrust_reboot/main/compound_redesigncancel
117 Commits over 456 Days - 0.01cph!
rope bridges set LODs, colliders, prefabs
added wind to rope bridges
compound level flow update (rooftop rope bridges)
netting_b texture set
rope bridges set WIP models
decal layer 1 for graveyard fence
tweaked rope ladder wind adherence (lower)
disabled spec override on concrete_cracks_a decal mat to get rid of halos
compound scene update
S2P
helipad final art
colliders, baked LOD and prefab setup
helipad wip
asphalt_b texture set
City hall exterior greybox update
decal layer change on some materials
updated mural texture
trees prefab
compound murals current work in progress backup
Ziplines flow in level
S2P
Placeable Zipline platforms whitebox prefabs
colbalt brutalist statue greybox
level backup
church building greybox
level update
cityhall building greybox
basic rooftop dressing to figure out layout around helipad
residential buildings prefab include glue meshes
road prefabs - some more overgrowth dressing
glue for cemetery fence
tweaked decals opacity
fixed offset on town square collider
fixed some holes left behind in residential buildings LOD2's
visual improvements around scientist mission giver npc (stands out better)
made trees and signs harvestable in monument
updated slide decal
graveyard walls - added a damaged segment for compound
compound progress backup
added some extra sentries to cover exits
extra dressing
biome splat fixes
splats polish for paper map readability
fixed some zfighting on rails
scientists NPC patrols
HLOD update
fixed a custom vertex normal glitch on road 27x15
disabled shadow casting on new road segments, fixed some floating decals
town square LODs/Cols/prefab
distance tweaks to compound perimeter walls to get included in HLOD process
new road segments LODs and Colliders, prefabs
tweaking perimeter wall for flush placement around garages