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

42 Days Ago
merge from guide_materials_tweaks
42 Days Ago
tweaked guide material settings further
46 Days Ago
tweaked guide material settings for enhanced readability of geometric details
46 Days Ago
cover pass ghost ship
47 Days Ago
converted ladder hatch prefabs to use convex box colliders only added modular boat floor frame and floor.triangle frame prefabs
50 Days Ago
Added generic terrain to FC4 Added baked shore vectors Move the boat vendor on the pier Setup an HLOD for the scene
50 Days Ago
Improved shore vectors on FC1,2,3 Removed access to casino top floor from barge in FC2 Updated HLODs on FC2,3
54 Days Ago
Modular boat - Fixed gaps in walls, fixed doorway block colliders not matching the art
55 Days Ago
disabling shadow casting on late LODs of casino CH47
55 Days Ago
disabled shadow casting on barges LOD1 and up, same for security tower as its shadows are barely visible after first cascade
56 Days Ago
disabled r/w and batching on seaweed clumps
56 Days Ago
Added baked shore vector volumes to the FCs S2P
56 Days Ago
merge from dipsi
56 Days Ago
Added a shared flat terrain to FC1/2/3 to replace the craggy terrain in scenes
56 Days Ago
fixed floating mesh decal on ghostship C/D back gate
56 Days Ago
seaweed decal - removed decal layer 0 adjusted some materials to receive it on layer 1
56 Days Ago
Smoother transition walking into the ship's bridge room
56 Days Ago
Wider collision gap around the ghost ship mast ladder spot
57 Days Ago
nuked the broken glass bits left improved the climbability of the nets into the bridge of the ships
57 Days Ago
fixed blockers around FC2 bridge (for good this time)
60 Days Ago
switched stair zipline platforms for flat platform ones
60 Days Ago
Boat door colliders: convex solution that has a hole for glass collider to work
60 Days Ago
more precise colliders for modular boat low walls
2 Months Ago
Storage room environment volumes on ghost ships is now brighter
2 Months Ago
Raised scattered paper meshes to eliminate zfight on them
2 Months Ago
Removed flickering glass decals from ghost_ships
2 Months Ago
Fixed shifting cover prefab on ghost_ship_b
2 Months Ago
nets ladder volume placement polish
2 Months Ago
Fixed incorrect materials on LOD1/2 of ghost ship C
2 Months Ago
Fixed one of the mast ladders no working and rail blocking Fixed ship_trawler_c back gate not allowing enough clearance Added ladder volumes to most hanging nets that look like they could be used to climb/board the ship
2 Months Ago
fixed blockers around FC2
2 Months Ago
merge from naval update
2 Months Ago
converted embrasures and reinforced window frame to convex colliders
2 Months Ago
converted all window frames tiers to convex colliders
2 Months Ago
merge from floating cities
2 Months Ago
FC1,2,3 HLOD refresh and S2P
2 Months Ago
re-enabled some shadows in med barge
2 Months Ago
disabling shadow casting on prefabs, floating city walkways prefabs and casino barge shadow casters
2 Months Ago
disabling shadow casting on prefabs shadowcasting overrides on supplies barge set dressing
2 Months Ago
disabling shadow casting on prefabs shadowcasting overrides on medical barge set dressing
2 Months Ago
disabling shadow casting on prefabs shadowcasting overrides on food barge set dressing
2 Months Ago
disabling shadow casting on prefabs shadowcasting overrides on farm barge set dressing
2 Months Ago
disabling shadow casting on prefabs
2 Months Ago
added static camera prefab version foor barge hierarchy and groups refactor reducing popping due to culling volumes cleared double rendererbatch scripts on some prefabs
2 Months Ago
improving culling selection on farm barge for reduced popping
2 Months Ago
improving culling selection on medical barge for reduced popping
2 Months Ago
improving culling selection on supplies and prison barge for reduced popping
2 Months Ago
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
2 Months Ago
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
2 Months Ago
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