5,766 Commits over 4,018 Days - 0.06cph!
draw distance tweaks to legs and barges, was displaying baked lod a little early
layer change on barge ground surfaces >world
setup culling volumes for oilrig legs tops props and bottom floating debris
supplies barge culling volumes for props
fixed tarp material override order on security tower tarps
med bay barge culling volumes for props
removed unused scripts on hanging tarp prefabs
food barge and floating piers culling volumes for props
farm barge culling volumes for props, full refactor of prefab groups
commit of annoying material list that keep modifying until committed
prison barge culling volumes for props
prefab LOD distance tweaks
some deletes of prefabs we don't use anymore
prefab LOD distance tweaks
re-factored oilrig leg prefabs to share a same nested prefab for the art
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
renderer batch enabled on zipline props set (small planks, etc) reduced culling distance
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
commit of annoying material list that keep modifying until committed
disabling lightgroupattime throughout for now
commit of annoying material list that keep modifying until committed
carrying on with lighting pass, fill lights for bespoke segments throughout floating city 2
added some dim fill lights to bridge prefabs to accelerate lighting throughout levels wherever they are
tweaking light int and radius, killing shadows
checking in floating city 2
initial lighting pass on security prison barge
initial lighting pass on medical barge
initial lighting pass on farm barge
initial lighting pass on sec tower, supply barge, food barge
lighting pass on floating walkways docks
spacing out light sources more evenly on floating walkways prefabs
prison barge, environment volumes polish
food barge, environment volumes polish
medical barge, environment volumes polish
supplies barge, simplified environment volumes down to 3
string lights red and green materials
bunch of lighting on barges and docks
tweaks to culling distance to several prefabs
basic HLOD setup for floating cities, S2P - will improve the brew in further iterations
swapped mountable chairs left on all barges
swapped mountable chairs on floating docks
cleared flow on the supply barge middle area a bit for easier traversal
some polish on small security tower set dressing
medical barge set dressing polish
security prison barge set dressing polish
more floating walkways work on set dressing
refining floating_city_2 layout
more floating walkways work on set dressing
floating_city_floating_walkways_B set dressing cleanup (floating and colliding objects)
fixed power_generator_c prefab collision being too small, used a box instead of mesh as that suits
updated strair block pivots to be centered on block
created convex box colliders and prevent movement collider, gibs bounds updated
supplies barge set dressing cleanup (floating and colliding objects), reduced size of ladder volumes