6,076 Commits over 4,230 Days - 0.06cph!
more optimisations in large apartment
added a proper static prefab for the bear rug
tweaks to apartment large and med dressing, cleaned up large apartment having props outside the -furniture- group and thus not culling
merge from hanging pot plants
set dressing progress in floor 5
set dressing progress in floor 5
re-factoring the apartment wing prefab a bit with all floors set dressing organised under props
disabled a bunch more shadow casters on top floor, base for 5th
simplifying props prefabs, reducing amount of transforms
simplifying props prefabs, reducing amount of transforms
simplifying props prefabs, reducing amount of transforms
set dressing progress in floor 3 and 4
merge from decorative plants
set dressing progress in floor 3 and 4
set dressing progress in floor 3 and 4, basement somewhat complete
extra set dressing prefab for apartment wing (temporary)
lower culling dist on broken tiles, disabled shadow casting on them
shader complexity lower on the checkin desk, got rid of blend layer
bunch of small shadow casters optims around apartment complex monument props
experimenting with shadows off on overgrowth prefabs. Visual difference minimal so far, decent savings in places
apartment complex lived wing prefab, killed shadows on lights, disabled shadow casting on some of the set dressing props
little mesh cull pass on wip playground art
apartment_complex_b_large interior props shadow casters optim
updated admin visuals on closed status in rentable_shop_A prefab
rentable shops notice box art (displayed on closed shops to visualise admin options)
exposed pipes art and prefab
some set dressing/foliage polish in playground area
killing more shadow casters, disabled shadow casting corridor interior
killing more shadow casters, disabled shadow casting on a dozen of pointlights
apartment shadow casters and proxy optimizations
fixed a bunch of prefabs with double mesh lod script dancing around
killed shadows on some facade clutter
custom shadow proxies for apartment block building exterior
removed meshcull scripts from newly added shadow proxies as it messes with them at runtime
kiosks and accessories shadow pass (might need to revisit to tweak casters if artifacts/acne)
first large pass on shadow proxies and shadows disable across monument, apartment complex B and a bunch of props, road and floor prefabs
fixed apartment_b_concrete_mixed_slab
some more set dressing, some foliage culling around the marketplace to aerate a bit
material tweaks to sign
increased monument radius slightly as that caused some issues inserting in procmap
fixed bunch of topology/splat leftovers
apartment complex S2P
fixed carpark_e LOD2 not displaying the right baked material/UVs
More set dressing around the outskirts of the monument
HLOD updated
S2P
more terrain height polish and splat painting
pushed set dressing density around the streets and secondary buildings
Added environment volumes for the apartment type B interior corridors
apartment_complex_1 s2p
tweaked central oak for better fit in market place
near final splat painting
plugged the holes in apartment complex LOD2's windows inb4 rebaking LOD from multiple sources
fixing some flow issues on the damaged side of the apt building
Adding HLOD to apartment_complex_1
fixing some terrain topos, repainting a proper blend map for terrain
resetting this silly dofexposer asset that saves with local tweaks to camera
removing decorative skull from flat medium as it throws errors
cleaning a bunch of missing references in the level and in project art prefabs