5,691 Commits over 3,987 Days - 0.06cph!
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
fixed zfight on boat low wall posts when adjacent
floating city 2 HLOD rebake, s2p
added an elevator shaft to the casino roof in FC4
standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
removed Deferred Mesh Decal script from mesh object parent
removed double LODing method on prefab causing errors
made queue barriers R/W for batching
tweaks to fluorescent lights type e prefabs drawing distances, added a culling distance as they drew forever
floating city 2, fixing some set dressing that broke as barge prefabs changed
prison barge - tweaks to culled groups
tweaks to mannequin draw distances via lodgroup
draw distance tweaks to legs and barges, was displaying baked lod a little early
layer change on barge ground surfaces >world
setup culling volumes for oilrig legs tops props and bottom floating debris
supplies barge culling volumes for props
fixed tarp material override order on security tower tarps
med bay barge culling volumes for props
removed unused scripts on hanging tarp prefabs
food barge and floating piers culling volumes for props
farm barge culling volumes for props, full refactor of prefab groups
commit of annoying material list that keep modifying until committed
prison barge culling volumes for props
prefab LOD distance tweaks
some deletes of prefabs we don't use anymore
prefab LOD distance tweaks
re-factored oilrig leg prefabs to share a same nested prefab for the art
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
renderer batch enabled on zipline props set (small planks, etc) reduced culling distance
added ziplines and rope ladder to floating city 4 layout to provide easy and quick way down the casino
reduced ziplines slack value, 4 was too high for most conditions
commit of annoying material list that keep modifying until committed
disabling lightgroupattime throughout for now
commit of annoying material list that keep modifying until committed
carrying on with lighting pass, fill lights for bespoke segments throughout floating city 2
added some dim fill lights to bridge prefabs to accelerate lighting throughout levels wherever they are
tweaking light int and radius, killing shadows
checking in floating city 2