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5,697 Commits over 3,987 Days - 0.06cph!

5 Hours Ago
converted embrasures and reinforced window frame to convex colliders
6 Hours Ago
converted all window frames tiers to convex colliders
Today
merge from floating cities
Today
FC1,2,3 HLOD refresh and S2P
Today
re-enabled some shadows in med barge
Today
disabling shadow casting on prefabs, floating city walkways prefabs and casino barge shadow casters
Yesterday
disabling shadow casting on prefabs shadowcasting overrides on supplies barge set dressing
Yesterday
disabling shadow casting on prefabs shadowcasting overrides on medical barge set dressing
Yesterday
disabling shadow casting on prefabs shadowcasting overrides on food barge set dressing
Yesterday
disabling shadow casting on prefabs shadowcasting overrides on farm barge set dressing
Yesterday
disabling shadow casting on prefabs
Yesterday
added static camera prefab version foor barge hierarchy and groups refactor reducing popping due to culling volumes cleared double rendererbatch scripts on some prefabs
Yesterday
improving culling selection on farm barge for reduced popping
Yesterday
improving culling selection on medical barge for reduced popping
Yesterday
improving culling selection on supplies and prison barge for reduced popping
Yesterday
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
Yesterday
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
Yesterday
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
Yesterday
floating_city_casino signs prefabs layers, missing mesh cull
2 Days Ago
disabled relief mapping on fish piles material
2 Days Ago
fixed zfight on boat low wall posts when adjacent
2 Days Ago
floating city 2 HLOD rebake, s2p
3 Days Ago
added an elevator shaft to the casino roof in FC4
3 Days Ago
standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
3 Days Ago
removed Deferred Mesh Decal script from mesh object parent
3 Days Ago
removed double LODing method on prefab causing errors
3 Days Ago
made queue barriers R/W for batching
3 Days Ago
tweaks to fluorescent lights type e prefabs drawing distances, added a culling distance as they drew forever
6 Days Ago
floating city 2, fixing some set dressing that broke as barge prefabs changed
7 Days Ago
prison barge - tweaks to culled groups
7 Days Ago
tweaks to mannequin draw distances via lodgroup
7 Days Ago
draw distance tweaks to legs and barges, was displaying baked lod a little early layer change on barge ground surfaces >world
7 Days Ago
setup culling volumes for oilrig legs tops props and bottom floating debris
7 Days Ago
supplies barge culling volumes for props
7 Days Ago
fixed tarp material override order on security tower tarps
7 Days Ago
med bay barge culling volumes for props
7 Days Ago
removed unused scripts on hanging tarp prefabs
8 Days Ago
food barge and floating piers culling volumes for props
8 Days Ago
farm barge culling volumes for props, full refactor of prefab groups
8 Days Ago
commit of annoying material list that keep modifying until committed
8 Days Ago
prison barge culling volumes for props
8 Days Ago
prefab LOD distance tweaks some deletes of prefabs we don't use anymore
8 Days Ago
prefab LOD distance tweaks re-factored oilrig leg prefabs to share a same nested prefab for the art
9 Days Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
9 Days Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
9 Days Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
9 Days Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
9 Days Ago
renderer batch enabled on zipline props set (small planks, etc) reduced culling distance
9 Days Ago
added ziplines and rope ladder to floating city 4 layout to provide easy and quick way down the casino reduced ziplines slack value, 4 was too high for most conditions
10 Days Ago
commit of annoying material list that keep modifying until committed