5,606 Commits over 3,957 Days - 0.06cph!
floating city 2 layout update, connected most barges and piers together
created a new material for the junkpiles that can be used on barges
updated farm barge material overrides
floating city 2 initial idea layout
moved the bridges between food and farm barges out of barge prefabs as it is likely to be connected differently in other floating cities
centered pivot of medical barge
baked convex colliders for ring1 and ring2 prefabs, improved bumper tire chain collider accuracy
moved the static doors out of doors category in the ghostship variant art prefabs
centered pivot of security barge and refactored prefab hierarchy. Merged the prison sub prefab into the sec barge prefab as it was a bit redundant
floating city save
cleanup of the floating walkways prefabs
split floating walkway prefab into 4 separate ones, updated scene
increased the no build zone to encompass all the level area
shifted t1 workbench around
Adding vendor NPCs and recycler, etc. to floating city level
color tweak on floating_walkways_surfaces_a mat
material tweaks to piers of floating city to enhance readability, increase algae look
replaced the two doors in the ghost ship loot room for static doors
fixed undefined surface type of corrugated sheets prefabs as well as an incorrect box collider
fixed boat wall.window dimensions, made colliders snug
Removed stairs.wood block from global stair prefab, eliminating double reference (spotted in gibs)
trawler_A some zfight improvement among mesh decals
scanned and removed props onboard the ghost ship variants that had rendererBatch script still on
Fixed a bunch of colliders having wrong import options and some extraneous scripts referencing LODs instead of cols
reverted some overrides to the ghost ship art prefab as they were fixed on the source/nested prefabs
removed recycle script on fish piles particle
set long distance LODs on ghost ship to not cull
Adding missing bottom mesh to triangle hull prefab
fixed boat door pickup and repair, added guide mesh for door
split the glass part from boat door mesh to enable convex collision baker to work there
door.hinged.mboat models, item def, prefab
Updated modular boat prefabs with art components, gibs
modular boats building blocks, wood tier art files including textures, materials, models/gibs/colliders
deleting unused textures from deck crane and rhib crane
AO curve tweaks so it's less intense on them
set ghost ship LOD textures to repeat as they default to clamp, causing issues
updated the cranes and radars onboard ghost ships to prefabs
set layer to world on spinny radars
final LOD bakes for the ghost ships, double res + downsampling for quality
some quick tweaks to prefabs, rhib and deck cranes
texture sizes for rhib crane, disabled srgb on AO maps
basic lootspawns for ghost ships, currently setup after the water junkpile way
Adding some seaweed to anchor, hanging tires prefabs
ship anchor prefab, tex res, some mat tweak to AO intensity
Added the new anchors to the ship prefabs
Fixed missing glass collider on watch_tower_b, fixed collider surface type for glass
ghost ship B,C and D set dressing. More differences inside and on deck so each ship feels different
ghost ship C and D variants set dressing progress
ghost ship B vraiant set dressing progress
ghost ship variants, variants lod bakes. Currently only ship colours and name change, working on set dressing variation next
disabling renderer batch scripts and enabling IsDynamic on LOD scripts for set dressing of ghost ship
mirrored version of rope drum model and collider to avoid negative scale
baked LOD4 for bumper tire bag