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5,818 Commits over 4,018 Days - 0.06cph!

59 Days Ago
prison barge - tweaks to culled groups
59 Days Ago
tweaks to mannequin draw distances via lodgroup
59 Days Ago
draw distance tweaks to legs and barges, was displaying baked lod a little early layer change on barge ground surfaces >world
59 Days Ago
setup culling volumes for oilrig legs tops props and bottom floating debris
60 Days Ago
supplies barge culling volumes for props
60 Days Ago
fixed tarp material override order on security tower tarps
60 Days Ago
med bay barge culling volumes for props
60 Days Ago
removed unused scripts on hanging tarp prefabs
2 Months Ago
food barge and floating piers culling volumes for props
2 Months Ago
farm barge culling volumes for props, full refactor of prefab groups
2 Months Ago
commit of annoying material list that keep modifying until committed
2 Months Ago
prison barge culling volumes for props
2 Months Ago
prefab LOD distance tweaks some deletes of prefabs we don't use anymore
2 Months Ago
prefab LOD distance tweaks re-factored oilrig leg prefabs to share a same nested prefab for the art
2 Months Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
2 Months Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
2 Months Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
2 Months Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
2 Months Ago
renderer batch enabled on zipline props set (small planks, etc) reduced culling distance
2 Months 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
2 Months Ago
commit of annoying material list that keep modifying until committed
2 Months Ago
FC2 scene to prefab
2 Months Ago
disabling lightgroupattime throughout for now
2 Months Ago
commit of annoying material list that keep modifying until committed
2 Months Ago
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
2 Months Ago
tweaking light int and radius, killing shadows
2 Months Ago
checking in floating city 2
2 Months Ago
initial lighting pass on security prison barge
2 Months Ago
initial lighting pass on medical barge
2 Months Ago
initial lighting pass on farm barge
2 Months Ago
initial lighting pass on sec tower, supply barge, food barge
2 Months Ago
lighting pass on floating walkways docks
2 Months Ago
spacing out light sources more evenly on floating walkways prefabs
2 Months Ago
prison barge, environment volumes polish
2 Months Ago
food barge, environment volumes polish
2 Months Ago
medical barge, environment volumes polish
2 Months Ago
supplies barge, simplified environment volumes down to 3
2 Months Ago
string lights red and green materials bunch of lighting on barges and docks
2 Months Ago
tweaks to culling distance to several prefabs
2 Months Ago
basic HLOD setup for floating cities, S2P - will improve the brew in further iterations
2 Months Ago
floating cities s2p
2 Months Ago
swapped mountable chairs left on all barges
2 Months Ago
swapped mountable chairs on floating docks
2 Months Ago
cleared flow on the supply barge middle area a bit for easier traversal some polish on small security tower set dressing
2 Months Ago
medical barge set dressing polish
2 Months Ago
security prison barge set dressing polish
2 Months Ago
more floating walkways work on set dressing refining floating_city_2 layout
2 Months Ago
more floating walkways work on set dressing
2 Months Ago
floating_city_floating_walkways_B set dressing cleanup (floating and colliding objects)
2 Months Ago
fixed power_generator_c prefab collision being too small, used a box instead of mesh as that suits