5,753 Commits over 3,987 Days - 0.06cph!
fixed static tarp materials having wind enabled
material simplifications on temperate_portacabin_building_300_600
farm kiosk adjusted proxy for less shadow acne
fixed floating light posts in FC3 +S2P
fixed materials being inconcistent on Ocean Buoy Static, creating popping when LODing
shadow proxy mesh for smallOceanWreckBuoy
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.
merge from floating cities
Fixed mission giver NPC position in FC3 and 4
S2P all FCs
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
FC barge 3600/4200 shadow proxies
disabled shadow casting on some outliers from floating walkways set prefabs
material color tweak to better track the unoptimised original look
fixed interior props cull group being disabled (was temporary)
tweaked sec tower LOD3 alpha cutout
enabled LightGroupAtTime on barges
distance tweaks to lift
killed shadows on sec tower spotlights
shadow proxies for prison and sec tower
shadow proxies for meshes with over 1 material in FCs
trimming on FC4, FC2
S2P FCs
fixed incorrect material definitions block on a walkway prefab
fat trimming casino barge set dressing on the ground floor
Reducing per pixel complexity on FC materials - pass 2
Reducing per pixel complexity on FC materials - pass one of a few
Trimming the fat on the floating walkways set dressing in FC3
FC3 S2P
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
merge from guide_materials_tweaks
tweaked guide material settings further
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