userVincentcancel

5,727 Commits over 3,987 Days - 0.06cph!

2 Days Ago
tweaked guide material settings for enhanced readability of geometric details
2 Days Ago
cover pass ghost ship
3 Days Ago
converted ladder hatch prefabs to use convex box colliders only added modular boat floor frame and floor.triangle frame prefabs
7 Days Ago
Added generic terrain to FC4 Added baked shore vectors Move the boat vendor on the pier Setup an HLOD for the scene
7 Days Ago
Improved shore vectors on FC1,2,3 Removed access to casino top floor from barge in FC2 Updated HLODs on FC2,3
10 Days Ago
Modular boat - Fixed gaps in walls, fixed doorway block colliders not matching the art
12 Days Ago
disabling shadow casting on late LODs of casino CH47
12 Days Ago
disabled shadow casting on barges LOD1 and up, same for security tower as its shadows are barely visible after first cascade
12 Days Ago
disabled r/w and batching on seaweed clumps
12 Days Ago
Added baked shore vector volumes to the FCs S2P
12 Days Ago
merge from dipsi
12 Days Ago
Added a shared flat terrain to FC1/2/3 to replace the craggy terrain in scenes
13 Days Ago
fixed floating mesh decal on ghostship C/D back gate
13 Days Ago
seaweed decal - removed decal layer 0 adjusted some materials to receive it on layer 1
13 Days Ago
Smoother transition walking into the ship's bridge room
13 Days Ago
Wider collision gap around the ghost ship mast ladder spot
14 Days Ago
nuked the broken glass bits left improved the climbability of the nets into the bridge of the ships
14 Days Ago
fixed blockers around FC2 bridge (for good this time)
16 Days Ago
switched stair zipline platforms for flat platform ones
16 Days Ago
Boat door colliders: convex solution that has a hole for glass collider to work
16 Days Ago
more precise colliders for modular boat low walls
17 Days Ago
Storage room environment volumes on ghost ships is now brighter
17 Days Ago
Raised scattered paper meshes to eliminate zfight on them
17 Days Ago
Removed flickering glass decals from ghost_ships
17 Days Ago
Fixed shifting cover prefab on ghost_ship_b
17 Days Ago
nets ladder volume placement polish
17 Days Ago
Fixed incorrect materials on LOD1/2 of ghost ship C
17 Days Ago
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
17 Days Ago
fixed blockers around FC2
17 Days Ago
merge from naval update
17 Days Ago
converted embrasures and reinforced window frame to convex colliders
17 Days Ago
converted all window frames tiers to convex colliders
18 Days Ago
merge from floating cities
18 Days Ago
FC1,2,3 HLOD refresh and S2P
18 Days Ago
re-enabled some shadows in med barge
18 Days Ago
disabling shadow casting on prefabs, floating city walkways prefabs and casino barge shadow casters
18 Days Ago
disabling shadow casting on prefabs shadowcasting overrides on supplies barge set dressing
18 Days Ago
disabling shadow casting on prefabs shadowcasting overrides on medical barge set dressing
18 Days Ago
disabling shadow casting on prefabs shadowcasting overrides on food barge set dressing
18 Days Ago
disabling shadow casting on prefabs shadowcasting overrides on farm barge set dressing
18 Days Ago
disabling shadow casting on prefabs
18 Days Ago
added static camera prefab version foor barge hierarchy and groups refactor reducing popping due to culling volumes cleared double rendererbatch scripts on some prefabs
18 Days Ago
improving culling selection on farm barge for reduced popping
18 Days Ago
improving culling selection on medical barge for reduced popping
18 Days Ago
improving culling selection on supplies and prison barge for reduced popping
18 Days Ago
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
19 Days Ago
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
19 Days Ago
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
19 Days Ago
floating_city_casino signs prefabs layers, missing mesh cull
19 Days Ago
disabled relief mapping on fish piles material