userVincentcancel
branchrust_reboot/main/naval_update/floating_citiescancel

123 Commits over 122 Days - 0.04cph!

4 Hours Ago
material color tweak to better track the unoptimised original look
5 Hours Ago
fixed interior props cull group being disabled (was temporary)
Today
tweaked sec tower LOD3 alpha cutout enabled LightGroupAtTime on barges distance tweaks to lift killed shadows on sec tower spotlights
Today
shadow proxies for prison and sec tower
Today
shadow proxies for meshes with over 1 material in FCs
Yesterday
trimming on FC4, FC2 S2P FCs
Yesterday
FC3 s2p
Yesterday
fixed incorrect material definitions block on a walkway prefab fat trimming casino barge set dressing on the ground floor
Yesterday
Reducing per pixel complexity on FC materials - pass 2
Yesterday
Reducing per pixel complexity on FC materials - pass one of a few
Yesterday
Trimming the fat on the floating walkways set dressing in FC3 FC3 S2P
Yesterday
fixed condenser tanks draw distances being too big fixed ocean_buoy_static not culling reduced culling distance on a static rug prefab, enabled batching added meshCull on a single fish prop that wasn't culling reduced draw distance on a cardboard crate drawing way too far, enabled batching wall.frame.cell_static now culls, was relying on building blocks setup which doesnt some individual LOD distance overrides on barge props fixed ridiculous draw distance on worklight triple prefab, objects were not culling fixed ridiculous draw distance on pipewrench
11 Days Ago
Added generic terrain to FC4 Added baked shore vectors Move the boat vendor on the pier Setup an HLOD for the scene
11 Days Ago
Improved shore vectors on FC1,2,3 Removed access to casino top floor from barge in FC2 Updated HLODs on FC2,3
16 Days Ago
disabling shadow casting on late LODs of casino CH47
16 Days Ago
disabled shadow casting on barges LOD1 and up, same for security tower as its shadows are barely visible after first cascade
17 Days Ago
disabled r/w and batching on seaweed clumps
17 Days Ago
Added baked shore vector volumes to the FCs S2P
17 Days Ago
merge from dipsi
17 Days Ago
Added a shared flat terrain to FC1/2/3 to replace the craggy terrain in scenes
18 Days Ago
fixed blockers around FC2 bridge (for good this time)
20 Days Ago
switched stair zipline platforms for flat platform ones
21 Days Ago
fixed blockers around FC2
21 Days Ago
merge from naval update
22 Days Ago
FC1,2,3 HLOD refresh and S2P
22 Days Ago
re-enabled some shadows in med barge
22 Days Ago
disabling shadow casting on prefabs, floating city walkways prefabs and casino barge shadow casters
22 Days Ago
disabling shadow casting on prefabs shadowcasting overrides on supplies barge set dressing
22 Days Ago
disabling shadow casting on prefabs shadowcasting overrides on medical barge set dressing
22 Days Ago
disabling shadow casting on prefabs shadowcasting overrides on food barge set dressing
23 Days Ago
disabling shadow casting on prefabs shadowcasting overrides on farm barge set dressing
23 Days Ago
disabling shadow casting on prefabs
23 Days Ago
added static camera prefab version foor barge hierarchy and groups refactor reducing popping due to culling volumes cleared double rendererbatch scripts on some prefabs
23 Days Ago
improving culling selection on farm barge for reduced popping
23 Days Ago
improving culling selection on medical barge for reduced popping
23 Days Ago
improving culling selection on supplies and prison barge for reduced popping
23 Days Ago
rebuilt static CH47 prefab to get rid of skinnedMesh renderers in favor of regular mesh renderers, removed bone hierarchy and add the visually damaged blades to it, made LODs for blades
23 Days Ago
reduced visible distance for casino indoor props, but took out some props to draw further to reduce popping raised interior culling volume because we should not see the interior furniture at street level (+1k batches otherwise) added a regular props_culled culling group for props on the outside to cull like other barges re-organised prefab categories to be in line with other barges hierarchies added some polygon surfaces inside the casino floors to help with automatic culling of objects below
23 Days Ago
Casino structure prefabs: ensured world layer on mesh object converted renderers to use MeshLOD when possible RendererBatch added where it makes sense Draw distance pass to ensure pickup by HLOD, reduced draw distance on smaller elements of the building
23 Days Ago
floating_city_casino signs prefabs layers, missing mesh cull
24 Days Ago
floating city 2 HLOD rebake, s2p
25 Days Ago
added an elevator shaft to the casino roof in FC4
25 Days Ago
standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
25 Days Ago
removed Deferred Mesh Decal script from mesh object parent
25 Days Ago
removed double LODing method on prefab causing errors
25 Days Ago
made queue barriers R/W for batching
25 Days Ago
tweaks to fluorescent lights type e prefabs drawing distances, added a culling distance as they drew forever
28 Days Ago
floating city 2, fixing some set dressing that broke as barge prefabs changed
29 Days Ago
prison barge - tweaks to culled groups
29 Days Ago
tweaks to mannequin draw distances via lodgroup