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5,829 Commits over 4,048 Days - 0.06cph!

12 Days Ago
re-added decal mask 0 to space station skin
12 Days Ago
merge from main
12 Days Ago
expanded floating cities shore vectors
12 Days Ago
fixed some trims on triangle up mesh fixed triangle roof prefab cull distance re-applied roof conditional fix slimmer half wall killed the beautiful window frame depth for embrasures
16 Days Ago
Roof conditional links fix Slimmer wall mesh details Fixing shimering Roof LOD culling fixed
17 Days Ago
more accurate colliders for conditional wall corners, added missing tag Deployvolumeignore on some corner prefabs
17 Days Ago
lowering mboat floors bottom by 1cm to help prevent zfight from above blocks
17 Days Ago
wall frames and floor frames models and prefabs setup fixed double gibs on ramps
17 Days Ago
colliders for core blocks custom normals finish on blocks that need it conditional corners setup + models
18 Days Ago
roof conditionals visual polish various fixes
18 Days Ago
roof block model transforms reset, removed duplicate gibbable scripts
18 Days Ago
Adding space station building grade Added new skin blocks to master blocks Space station building block prefabs setup
19 Days Ago
space station building skin models and gibs files
24 Days Ago
tweaked material of boat building station to use new texture
26 Days Ago
merge from floating cities
31 Days Ago
test mesh add
31 Days Ago
atlas A textures and mat
31 Days Ago
removed batching scripts from cargoship prefab
33 Days Ago
merge from floating cities
33 Days Ago
S2P redo after stomp
33 Days Ago
merge from naval update
33 Days Ago
FCs S2P for all recent fixes
34 Days Ago
fixed boombox.static causing errors in conjunction with culling volumes now uses meshlod and a shadowproxy as it is an expensive object
34 Days Ago
static speargun prefab cleanup
34 Days Ago
removed renderer batch on compound bow placed on non lodgroup type object
34 Days Ago
gun display rack weapons wont cast shadows
37 Days Ago
fixed static tarp materials having wind enabled
37 Days Ago
material simplifications on temperate_portacabin_building_300_600
37 Days Ago
farm kiosk adjusted proxy for less shadow acne fixed floating light posts in FC3 +S2P
37 Days Ago
fixed materials being inconcistent on Ocean Buoy Static, creating popping when LODing
37 Days Ago
shadow proxy mesh for smallOceanWreckBuoy
37 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.
37 Days Ago
merge from floating cities
37 Days Ago
merge from naval update
37 Days Ago
Fixed mission giver NPC position in FC3 and 4 S2P all FCs
37 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
37 Days Ago
FC barge 3600/4200 shadow proxies
37 Days Ago
disabled shadow casting on some outliers from floating walkways set prefabs
38 Days Ago
material color tweak to better track the unoptimised original look
38 Days Ago
fixed interior props cull group being disabled (was temporary)
38 Days Ago
tweaked sec tower LOD3 alpha cutout enabled LightGroupAtTime on barges distance tweaks to lift killed shadows on sec tower spotlights
38 Days Ago
shadow proxies for prison and sec tower
38 Days Ago
shadow proxies for meshes with over 1 material in FCs
39 Days Ago
trimming on FC4, FC2 S2P FCs
39 Days Ago
FC3 s2p
39 Days Ago
fixed incorrect material definitions block on a walkway prefab fat trimming casino barge set dressing on the ground floor
39 Days Ago
Reducing per pixel complexity on FC materials - pass 2
39 Days Ago
Reducing per pixel complexity on FC materials - pass one of a few
39 Days Ago
Trimming the fat on the floating walkways set dressing in FC3 FC3 S2P
39 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