Changelog
1.1.8
- Further fixed cases of misalligned and floating vegetation
- Extended northern side of main plateau
1.1.7
- Added support for Deepcore Mines and Genereic Interiors for whenever Dawnlib / LLL get updated to support the tags
- Rebalanced interior weighting in anticipation for the above change
- Removed mansion as possible interior
- Buffed eclipse weather
- (forgot to add in previous patches) Added rocks to hide behind in main plateau area
1.1.6
- Removed floating grass
- Increased fire exit 2 landing area
- Increased added area behind ship
1.1.5
- Removed unneeded collisions on OOB objects
- Slightly improved navmesh
1.1.4
- Regenerated navmesh, whoops :3
1.1.3
- Fixed main entrance scan node
- Slighty increased vegetation density
- Adjusted area behind ship
- Fixed rock clipping into fire exit 3
- Added a few more enemy AI nodes
- Decreased routing price from 1750 -> 1700
- Adjusted enemy spawn curve to be more front-loaded
- Enemy indoor power decreased 30 -> 25
1.1.2
- Cleaned up meshes around main entrance
- Lowered position of pipes behind main entrance
- Added a few more outside ai nodes
1.1.1
- Removed redundant scene lights
1.1.0
- Decimated most of the mesh for better performance
- Replaced old tree model with the Vow tree model
- Added culling to the grass
- Significantly reduced amount of grass
- Optimized colliders on some objects
1.0.1
- Somewhat of a performance patch while I rework the meshes and colliders to hopefully help with performance more
1.0.0
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