userVincentcancel

5,764 Commits over 4,018 Days - 0.06cph!

3 Days Ago
test mesh add
3 Days Ago
atlas A textures and mat
4 Days Ago
removed batching scripts from cargoship prefab
6 Days Ago
merge from floating cities
6 Days Ago
S2P redo after stomp
6 Days Ago
merge from naval update
6 Days Ago
FCs S2P for all recent fixes
6 Days Ago
fixed boombox.static causing errors in conjunction with culling volumes now uses meshlod and a shadowproxy as it is an expensive object
7 Days Ago
static speargun prefab cleanup
7 Days Ago
removed renderer batch on compound bow placed on non lodgroup type object
7 Days Ago
gun display rack weapons wont cast shadows
9 Days Ago
fixed static tarp materials having wind enabled
9 Days Ago
material simplifications on temperate_portacabin_building_300_600
9 Days Ago
farm kiosk adjusted proxy for less shadow acne fixed floating light posts in FC3 +S2P
9 Days Ago
fixed materials being inconcistent on Ocean Buoy Static, creating popping when LODing
9 Days Ago
shadow proxy mesh for smallOceanWreckBuoy
9 Days Ago
converted dilapidated elevator to use point lights with cookies instead of a shadow casting spotlight. Being in the middle of the casino it cannot be afforded, shadow cost too high with the light range it needed too look good.
9 Days Ago
merge from floating cities
9 Days Ago
merge from naval update
9 Days Ago
Fixed mission giver NPC position in FC3 and 4 S2P all FCs
10 Days Ago
fixed paddling pool static and its water plane not culling adjustments to culling distances of following static entities art: boombox, blackjack table, bandit sentry (also uses single drawcall AK47 now instead of 4 mats world model), recycler, slot machine, spinner big wheel, playing card tables ridiculous spinner wheel dropbox drawing distances fixed arcade machine static, bunch of optims
10 Days Ago
FC barge 3600/4200 shadow proxies
10 Days Ago
disabled shadow casting on some outliers from floating walkways set prefabs
10 Days Ago
material color tweak to better track the unoptimised original look
10 Days Ago
fixed interior props cull group being disabled (was temporary)
10 Days Ago
tweaked sec tower LOD3 alpha cutout enabled LightGroupAtTime on barges distance tweaks to lift killed shadows on sec tower spotlights
10 Days Ago
shadow proxies for prison and sec tower
10 Days Ago
shadow proxies for meshes with over 1 material in FCs
11 Days Ago
trimming on FC4, FC2 S2P FCs
11 Days Ago
FC3 s2p
11 Days Ago
fixed incorrect material definitions block on a walkway prefab fat trimming casino barge set dressing on the ground floor
11 Days Ago
Reducing per pixel complexity on FC materials - pass 2
11 Days Ago
Reducing per pixel complexity on FC materials - pass one of a few
11 Days Ago
Trimming the fat on the floating walkways set dressing in FC3 FC3 S2P
11 Days Ago
fixed condenser tanks draw distances being too big fixed ocean_buoy_static not culling reduced culling distance on a static rug prefab, enabled batching added meshCull on a single fish prop that wasn't culling reduced draw distance on a cardboard crate drawing way too far, enabled batching wall.frame.cell_static now culls, was relying on building blocks setup which doesnt some individual LOD distance overrides on barge props fixed ridiculous draw distance on worklight triple prefab, objects were not culling fixed ridiculous draw distance on pipewrench
13 Days Ago
merge from guide_materials_tweaks
13 Days Ago
tweaked guide material settings further
16 Days Ago
tweaked guide material settings for enhanced readability of geometric details
16 Days Ago
cover pass ghost ship
17 Days Ago
converted ladder hatch prefabs to use convex box colliders only added modular boat floor frame and floor.triangle frame prefabs
21 Days Ago
Added generic terrain to FC4 Added baked shore vectors Move the boat vendor on the pier Setup an HLOD for the scene
21 Days Ago
Improved shore vectors on FC1,2,3 Removed access to casino top floor from barge in FC2 Updated HLODs on FC2,3
24 Days Ago
Modular boat - Fixed gaps in walls, fixed doorway block colliders not matching the art
26 Days Ago
disabling shadow casting on late LODs of casino CH47
26 Days Ago
disabled shadow casting on barges LOD1 and up, same for security tower as its shadows are barely visible after first cascade
26 Days Ago
disabled r/w and batching on seaweed clumps
26 Days Ago
Added baked shore vector volumes to the FCs S2P
26 Days Ago
merge from dipsi
26 Days Ago
Added a shared flat terrain to FC1/2/3 to replace the craggy terrain in scenes
27 Days Ago
fixed floating mesh decal on ghostship C/D back gate