branchrust_reboot/main/LOD_Optimizationscancel
137 Commits over 30 Days - 0.19cph!
Residential buildings - all buildings baked LOD rework
Updated compound level
Industrial structures - cooling towers and collapsed bits baked LOD rework
Industrial structures - interiors extra LOD level
Industrial structures - all buildings baked LOD rework
Industrial Water Tower LODs rework
Patrol Helicopter additional LOD pass
Fixed PatrolHelicopter prefab not using any of its LODs
RHIB additional LODs pass
Trucks additional LODs pass
Truck trailer additional LODs pass
Forklift additional LOD pass
fixed dockwall stairs cloned LOD
Large Oilrig additional LODs
Oilrig scene changes
Large Oilrig barriers additional LODs
Oilrig scene changes
Tires set additional LOD pass
Stairs set additional LOD pass
Wooden pallets additional LOD pass
Remnant container additional LOD pass
Launch_Site office interiors additional LOD pass
Launch_Site additional LOD pass
Oil Refinery small additional LOD pass
Oil Refinery large additional LOD pass
Sphere tank additional LOD pass
Warehouses - baked LOD rework
Train crane - baked LOD rework
House ruins - all buildings baked LOD rework
Updated compound level
Residential buildings - all buildings baked LOD rework
Updated compound level
Industrial structures - cooling towers and collapsed bits baked LOD rework
Industrial structures - interiors extra LOD level
Industrial structures - all buildings baked LOD rework
Re-linking antena prefab within military tunnels
Fixes to trailer_a prefab
baked LOD kicks in sooner on launchsite warehouses
LS Scene changes to support new lods
24 more models in Launch site baked LODs
Launch site range_rails baked LODs
covers LOD2 double sided to help with lighthing
Windmill/Windmill_small/Windmill_static baked LODs
unfucked lighthouse_a prefab postmerge
Bandit town and swamp cabin were not labelled scene2prefab