Next up, the screwdriver. Non texture related, I'll be adding more edges to smooth it out a bit, since the back view looks really block to me and I have the faces to spare. Also, parts in the viewport are yellow where they aren't supposed to be, so don't mind them. Now, the ...
We changed the capture mechanic so that the capture progress persists for a while even after the attackers are cleared off the point, and this improvement fixed both of the problems with the original design.Water Routes [Jim Hughes] To give players interesting navigation decisions, routes through...
(Like add the texture that mention in trivia, Fix the things for consistency, Update the images) Also, he's nice and respectful. He keeps the pt-br sections to up-to-date, despite pt-br is one of the outdated section. He did a lot of hard works and I think it's the time to ...
Fixed blatant texture misalignment Addressed perch spot outside Red spawn on wood beam Closed some accidental holes in geometry Additional fixes to a sticky/shooting exploit through and under Red's E platform area Increased pit damage to kill some certain class loadouts in a single trigger Moved ...
Some optimisation, a litle improvement in FPS (up to 40% in some areas), but probably the best I can do. b1: Full artpass, however 3d sky needs more work waterfall particles broke for some reason optimisation needed some lighting bugs Made the pagoda square a8 桜 edition: Made the ...
Fixed blatant texture misalignment Addressed perch spot outside Red spawn on wood beam Closed some accidental holes in geometry Additional fixes to a sticky/shooting exploit through and under Red's E platform area Increased pit damage to kill some certain class loadouts in a single trigger Moved ...