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5,775 Commits over 4,018 Days - 0.06cph!

3 Days Ago
Roof conditional links fix Slimmer wall mesh details Fixing shimering Roof LOD culling fixed
4 Days Ago
more accurate colliders for conditional wall corners, added missing tag Deployvolumeignore on some corner prefabs
4 Days Ago
lowering mboat floors bottom by 1cm to help prevent zfight from above blocks
4 Days Ago
wall frames and floor frames models and prefabs setup fixed double gibs on ramps
4 Days Ago
colliders for core blocks custom normals finish on blocks that need it conditional corners setup + models
5 Days Ago
roof conditionals visual polish various fixes
5 Days Ago
roof block model transforms reset, removed duplicate gibbable scripts
5 Days Ago
Adding space station building grade Added new skin blocks to master blocks Space station building block prefabs setup
6 Days Ago
space station building skin models and gibs files
11 Days Ago
tweaked material of boat building station to use new texture
13 Days Ago
merge from floating cities
18 Days Ago
test mesh add
18 Days Ago
atlas A textures and mat
18 Days Ago
removed batching scripts from cargoship prefab
20 Days Ago
merge from floating cities
20 Days Ago
S2P redo after stomp
20 Days Ago
merge from naval update
20 Days Ago
FCs S2P for all recent fixes
21 Days Ago
fixed boombox.static causing errors in conjunction with culling volumes now uses meshlod and a shadowproxy as it is an expensive object
21 Days Ago
static speargun prefab cleanup
21 Days Ago
removed renderer batch on compound bow placed on non lodgroup type object
21 Days Ago
gun display rack weapons wont cast shadows
24 Days Ago
fixed static tarp materials having wind enabled
24 Days Ago
material simplifications on temperate_portacabin_building_300_600
24 Days Ago
farm kiosk adjusted proxy for less shadow acne fixed floating light posts in FC3 +S2P
24 Days Ago
fixed materials being inconcistent on Ocean Buoy Static, creating popping when LODing
24 Days Ago
shadow proxy mesh for smallOceanWreckBuoy
24 Days Ago
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.
24 Days Ago
merge from floating cities
24 Days Ago
merge from naval update
24 Days Ago
Fixed mission giver NPC position in FC3 and 4 S2P all FCs
24 Days Ago
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
24 Days Ago
FC barge 3600/4200 shadow proxies
24 Days Ago
disabled shadow casting on some outliers from floating walkways set prefabs
24 Days Ago
material color tweak to better track the unoptimised original look
24 Days Ago
fixed interior props cull group being disabled (was temporary)
25 Days Ago
tweaked sec tower LOD3 alpha cutout enabled LightGroupAtTime on barges distance tweaks to lift killed shadows on sec tower spotlights
25 Days Ago
shadow proxies for prison and sec tower
25 Days Ago
shadow proxies for meshes with over 1 material in FCs
26 Days Ago
trimming on FC4, FC2 S2P FCs
26 Days Ago
FC3 s2p
26 Days Ago
fixed incorrect material definitions block on a walkway prefab fat trimming casino barge set dressing on the ground floor
26 Days Ago
Reducing per pixel complexity on FC materials - pass 2
26 Days Ago
Reducing per pixel complexity on FC materials - pass one of a few
26 Days Ago
Trimming the fat on the floating walkways set dressing in FC3 FC3 S2P
26 Days Ago
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
27 Days Ago
merge from guide_materials_tweaks
27 Days Ago
tweaked guide material settings further
31 Days Ago
tweaked guide material settings for enhanced readability of geometric details
31 Days Ago
cover pass ghost ship