branchrust_reboot/main/apartment_complex_monumentcancel
188 Commits over 120 Days - 0.07cph!
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
merge from hanging pot plants
set dressing progress in floor 5
set dressing progress in floor 5
re-factoring the apartment wing prefab a bit with all floors set dressing organised under props
disabled a bunch more shadow casters on top floor, base for 5th
simplifying props prefabs, reducing amount of transforms
simplifying props prefabs, reducing amount of transforms
simplifying props prefabs, reducing amount of transforms
set dressing progress in floor 3 and 4
merge from decorative plants
set dressing progress in floor 3 and 4
set dressing progress in floor 3 and 4, basement somewhat complete
extra set dressing prefab for apartment wing (temporary)
lower culling dist on broken tiles, disabled shadow casting on them
shader complexity lower on the checkin desk, got rid of blend layer
bunch of small shadow casters optims around apartment complex monument props
experimenting with shadows off on overgrowth prefabs. Visual difference minimal so far, decent savings in places
apartment complex lived wing prefab, killed shadows on lights, disabled shadow casting on some of the set dressing props
little mesh cull pass on wip playground art
apartment_complex_b_large interior props shadow casters optim
updated admin visuals on closed status in rentable_shop_A prefab
rentable shops notice box art (displayed on closed shops to visualise admin options)