2,236 Commits over 3,379 Days - 0.03cph!
Fixed clipping issues on temperate, tundra and arctic trees when viewing them from steep angles
Simple fix to a broken collider on one of the control panels in NMS that would allow to drop backpacks inside them
Fixed broken shadows on improvised_walkway_roof_tarp_300x600_a
Fixed mounting issues on sofa in the casino
Optimized improvised walkway LOD2 meshes (support variants only)
More agressive LOD distances on improvised walkway set
Changed LOD1 from 10 to 5
LOD2 from 25 to 15
Thin supports and railings culling set to 60 from 75
Tweaked pivot positions on a bunch of casino elements to make it easier for them to LOD and cull
More agressive distances for LOD1 on all casino elements
Scene2prefab on all floating cities
Casino barge optimization / culled the entire exterior of the casino barge when you get inside
Split the casino prefab into two, so that bottom half of the casino that you can't see gets culled when you get inside
Various lighting optimizations
Optimized several light prefabs used in the casino / reduced number of bounce lights they use
Optmizied remaining improvised walkway colliders
Optimized improvised walkway colliders
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Fixed z flickering in casino barge
Replaced mesh colliders with box colliders on a bunch of improvised walkway modules / mostly on completely solid variants like floors, walls, etc.
improvised_walkway_railing_wood_150x150_corner LODs and collider meshes
Disabled wind on tarp_static_blue material
Added prevent movement volumes to the casino above the big wheel room to stop players from getting to inaccessible areas
Floating cities scene2prefab
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