2,214 Commits over 3,348 Days - 0.03cph!
Adjusted tarp alpha cutoff settings to get red of shadow flickering issues
Updated HLODs for FC 2,3 and 4
Generated new HLOD for floating city 1
Added scene2prefab tags to casino and floating walkways to make sure they get picked up by the HLOD generator
Added prevent movement volumes to casino garbage piles near the bar
Added prevent movement volumes to casino windows as a failsafe to prevent players from trying to get in through the windows
Scene2prefab on all fc variants
Simplified casino culling volume setup using custom mesh collider trigger
Removed colliders from floor rugs and tarps
Removed gibbable script from barricade stones in casino barge
Removed entity scripts from ocean_buoy_static since they didn't float anyway and should save some performance
Scene2prefab
Floating city 3 / replaced redundant entities / scene2prefab
Replaced redundant entities with props in all floating city barges and walkway prefabs
Created a prop version of the electric furnace prefab
Fixed broken towel lods and floating props in casino
Disabled shadow casting on casino ropes
Improvised walkway set optimization. Reduced materials across several objects that used multiple material. On average each of those has been reduced by 1 material per object.
Static string lights optimization / made them all one material and enabled batching
Optimized lanter.static prefab used in monuments and floating city. Disabled shadow casting on the light and created a new opaque material for the glass
Disabled all shadow casting lights inside the medical bay tent to help with flickering tarp shadows
Removed shadow casting from the static lantern via override in the medical bay tent
Fixed a few small bugs in the medical bay
Walkway optimization / reduced LOD distances, made some modules cull faster, disabled shadowcasting on some small modules where it made sense
Floating city 1 2 3 scene2prefab
Revamped the culling volume setup for the casino interior to improve performance / casino interior will only render when entering through the elevator
Added fake curtains to block off the interior when peeking from outside
Various other tweaks and fixes
Small tweak to string lights / removed opacity from LOD2 and lowered its swap distance to 10m which helps reduce set pass by a lot
Casino big wheel room tweaks and fixes
Removed collider from netting blocker
Mesh fixes and tweaks for the CH47 casino variant
walkway roof tarp collider fixes
Casino converted paddling pool into a non-entity static object
Static variants of broken down chippy arcade to reduce the number of entities in the scene
Fixed bar merchant
Casino bugfixes
Interior bounce lights will again be always on
Tweaked padding pool area to make it possible to access and leave the padding pool easier
Static discoball prefab
Progress on the static pool / not fully functional yet
Added bar shopkeeper
Fixed broken material on roof_support_a_end
Added culling volume to casino interior lights
Reduced number of point light on all string lights prefabs
Cleaned up the lighting setup in the casino and setup Light At Time groups
Disabled shadow casting on all casino light except one
Static prefabs for trophies used in the casino
CH47 rusty material variant to better match the rest of the environment
Various minor tweaks
Replaced mesh cull with rendererLOD on casino barge decks
Casino remaining LODs
CH47 static variant prefab
Casino prefab fixes
Casino LOD/COL/Prefab progress
Casino dressing progress
Exterior dressing, neon signs, bar area, lighting pass
Casino dressing exterior dressing progress
Tweaked kitchen set texture to fix metallic/gloss values
Casino barge exterior dressing progress
Casino barge dressing progress
Culling volume first pass
Removed tarp from plywood_e and added a plywood_f prefab
Casino upper floor dressing progress
Fixed roof_flat_300x300_b
Plywood variant for bar tables
Added prevent movement colliders to all walkway floor meshes to smoothen out moving around
Roof net mesh and prefab setup
Hanging tarp 350_a LOD/COL/Prefab
Improvised walkways LODs/COL/Prefab setup
Enabled batching and R/W on all improvised walkway meshes
Improvised walkway LOD/COL/Prefab progress
String liights / added fill lights and tweaked string_light_300_a
Fixed bucket container_a prefab
Added lights to one of the string lights as a test
Casino mesh changes
Nephorlepis static prefabs
Flourescent_e light prefabs
Added triple_light prefab with built in lights
Sand_pile_a prefab and model
Casino interior dressing progress