5,727 Commits over 3,987 Days - 0.06cph!
tweaked guide material settings for enhanced readability of geometric details
converted ladder hatch prefabs to use convex box colliders only
added modular boat floor frame and floor.triangle frame prefabs
Added generic terrain to FC4
Added baked shore vectors
Move the boat vendor on the pier
Setup an HLOD for the scene
Improved shore vectors on FC1,2,3
Removed access to casino top floor from barge in FC2
Updated HLODs on FC2,3
Modular boat - Fixed gaps in walls, fixed doorway block colliders not matching the art
disabling shadow casting on late LODs of casino CH47
disabled shadow casting on barges LOD1 and up, same for security tower as its shadows are barely visible after first cascade
disabled r/w and batching on seaweed clumps
Added baked shore vector volumes to the FCs
S2P
Added a shared flat terrain to FC1/2/3 to replace the craggy terrain in scenes
fixed floating mesh decal on ghostship C/D back gate
seaweed decal - removed decal layer 0
adjusted some materials to receive it on layer 1
Smoother transition walking into the ship's bridge room
Wider collision gap around the ghost ship mast ladder spot
nuked the broken glass bits left
improved the climbability of the nets into the bridge of the ships
fixed blockers around FC2 bridge (for good this time)
switched stair zipline platforms for flat platform ones
Boat door colliders: convex solution that has a hole for glass collider to work
more precise colliders for modular boat low walls
Storage room environment volumes on ghost ships is now brighter
Raised scattered paper meshes to eliminate zfight on them
Removed flickering glass decals from ghost_ships
Fixed shifting cover prefab on ghost_ship_b
nets ladder volume placement polish
Fixed incorrect materials on LOD1/2 of ghost ship C
Fixed one of the mast ladders no working and rail blocking
Fixed ship_trawler_c back gate not allowing enough clearance
Added ladder volumes to most hanging nets that look like they could be used to climb/board the ship
fixed blockers around FC2
converted embrasures and reinforced window frame to convex colliders
converted all window frames tiers to convex colliders
merge from floating cities
FC1,2,3 HLOD refresh and S2P
re-enabled some shadows in med barge
disabling shadow casting on prefabs, floating city walkways prefabs and casino barge shadow casters
disabling shadow casting on prefabs
shadowcasting overrides on supplies barge set dressing
disabling shadow casting on prefabs
shadowcasting overrides on medical barge set dressing
disabling shadow casting on prefabs
shadowcasting overrides on food barge set dressing
disabling shadow casting on prefabs
shadowcasting overrides on farm barge set dressing
disabling shadow casting on prefabs
added static camera prefab version
foor barge hierarchy and groups refactor
reducing popping due to culling volumes
cleared double rendererbatch scripts on some prefabs
improving culling selection on farm barge for reduced popping
improving culling selection on medical barge for reduced popping
improving culling selection on supplies and prison barge for reduced popping
rebuilt static CH47 prefab to get rid of skinnedMesh renderers in favor of regular mesh renderers, removed bone hierarchy and add the visually damaged blades to it, made LODs for blades
reduced visible distance for casino indoor props, but took out some props to draw further to reduce popping
raised interior culling volume because we should not see the interior furniture at street level (+1k batches otherwise)
added a regular props_culled culling group for props on the outside to cull like other barges
re-organised prefab categories to be in line with other barges hierarchies
added some polygon surfaces inside the casino floors to help with automatic culling of objects below
Casino structure prefabs: ensured world layer on mesh object
converted renderers to use MeshLOD when possible
RendererBatch added where it makes sense
Draw distance pass to ensure pickup by HLOD, reduced draw distance on smaller elements of the building
floating_city_casino signs prefabs layers, missing mesh cull
disabled relief mapping on fish piles material