branchrust_reboot/main/apartment_complex_monumentcancel
208 Commits over 120 Days - 0.07cph!
attempt to fix tarp draw distance by reverting non changes on prefabs in scene - displayed draw distance was correct
apartment complex s2p
Added an extra ladder on the apartment demolished side to make going up more obvious
Fixed some potential zfighting in marketplace ground mesh
Nudged road node connections inward toward the monument to favor a more seamless look in procgen
Apartment complex s2p
removed loot spawns in scene
S2P
removed computer room stuff from the apartment broken wing prefab as it has moved to basement
optimizing a bunch of prefabs for better occlusion
small amount of detail added to computer room in basement
moved basement corridor mesh itself into culling volume
fix for the gaps by subway entrance
signage of rooms for rent on the marketplace side
boosted hanging tarps draw distance 2x
electric wires path update
bespoke collision pass on the foundation lip
increased prevent building radius
prep for lockdown changes
tweaked draw distances on vent large duct prefabs, were culling too soon
apartment complex HLOD+S2P
fixed new fridge prefab not culling
tarp draw distance increase
bg apartment barricades entity > static mesh prefabs
fill hole in terrain near apartment building
some set dressing inside computer room
SP and collisions for the improvised computer haxor room
fixed roof shadow proxies around skylight/ladder room
updated painting textures
set dressed ladder to roof room, basic details in checkin room
basic sentry cover of the outdoors and apartment b interior
S2P
Adding a couple more graffiti decals
shadow proxy polish on apartment complex b corner module
removed some stray floating props
shadow casting optimizations on set dressing inside apartment complex b
enabled r/w on some pipe segments left out by batching
apartment complex wing prefab tweaks
shadow casting off on rooftop barriers
removing left over greybox from apartment core prefab
Fixed greybox fridge for final art in damaged wing prefab, also further optimizations to props shadow casting there
fixed statue collider import options
Fixed subway town square collider
Fixed terrain opacity map near subway entrance
apartment complex HLOD and S2P
some material saves
placed new decals in core and wing of apartment building
set of projected decals graffiti for the apartment complex interior areas
cobalt mosaic projected decal, material
apartment_complex_core prefab set dressing progress
apartment_complex_core prefab set dressing progress
apartment_complex_core prefab refactoring, organising set dressing groups per floor
simplified some props prefabs to reduce amount of transforms
apartment wing prefab - all sentries placed
set dressing progress on 1st floor of wing
set dressing progress on 1st floor of wing
lower ao factor on broken tiles material
more optimisations in large apartment
added a proper static prefab for the bear rug
tweaks to apartment large and med dressing, cleaned up large apartment having props outside the -furniture- group and thus not culling