branchrust_reboot/main/naval_updatecancel
84 Commits over 245 Days - 0.01cph!
tweaked material of boat building station to use new texture
merge from floating cities
removed batching scripts from cargoship prefab
merge from floating cities
merge from floating cities
fixed floating mesh decal on ghostship C/D back gate
seaweed decal - removed decal layer 0
adjusted some materials to receive it on layer 1
Smoother transition walking into the ship's bridge room
Wider collision gap around the ghost ship mast ladder spot
nuked the broken glass bits left
improved the climbability of the nets into the bridge of the ships
Storage room environment volumes on ghost ships is now brighter
Raised scattered paper meshes to eliminate zfight on them
Removed flickering glass decals from ghost_ships
Fixed shifting cover prefab on ghost_ship_b
nets ladder volume placement polish
Fixed incorrect materials on LOD1/2 of ghost ship C
Fixed one of the mast ladders no working and rail blocking
Fixed ship_trawler_c back gate not allowing enough clearance
Added ladder volumes to most hanging nets that look like they could be used to climb/board the ship
merge from floating cities
disabled relief mapping on fish piles material
baked convex colliders for ring1 and ring2 prefabs, improved bumper tire chain collider accuracy
moved the static doors out of doors category in the ghostship variant art prefabs
replaced the two doors in the ghost ship loot room for static doors
fixed undefined surface type of corrugated sheets prefabs as well as an incorrect box collider
trawler_A some zfight improvement among mesh decals
scanned and removed props onboard the ghost ship variants that had rendererBatch script still on
Fixed a bunch of colliders having wrong import options and some extraneous scripts referencing LODs instead of cols
reverted some overrides to the ghost ship art prefab as they were fixed on the source/nested prefabs
removed recycle script on fish piles particle
set long distance LODs on ghost ship to not cull
basic lootspawns for ghost ships, currently setup after the water junkpile way
Adding some seaweed to anchor, hanging tires prefabs
ship anchor prefab, tex res, some mat tweak to AO intensity
Added the new anchors to the ship prefabs
ghost ship B,C and D set dressing. More differences inside and on deck so each ship feels different
ghost ship C and D variants set dressing progress
ghost ship B vraiant set dressing progress
ghost ship variants, variants lod bakes. Currently only ship colours and name change, working on set dressing variation next
disabling renderer batch scripts and enabling IsDynamic on LOD scripts for set dressing of ghost ship
mirrored version of rope drum model and collider to avoid negative scale
baked LOD4 for bumper tire bag
baked LODs of trawler ghost ship, updated prefabs
ghost ship LODs, Colliders, Prefabs
ghost ship model split, some reorganizing
ghost ship model separation into final break down, opaque/transparent and decals sorting
Prefab hierarchy and groups cleanup - groups are organized to allow stock dressing separation for other ship styles set dressing
fish crate model, textures, prefabs
more set dressing on ship
ghost ship set dressing push
material tweaks, decal layer tweaks
Fish pile generic tileable textures
Fish piles prop meshes, colliders and prefabs
Some new blood and gore decals for set dressing
ghost ship interior progress
set dressing pass
ghost ship interior progress
ghost ship interior progress
ghost ship interior progress