branchrust_reboot/main/naval_update/floating_citiescancel
                         
                     
             
         
     
    
        
123 Commits over 122 Days - 0.04cph!
    
    
    
        
            
            
            
                
                material color tweak to better track the unoptimised original look
                
                
                
                
             
         
        
            
            
            
                
                fixed interior props cull group being disabled (was temporary)
                
                
                
                
             
         
        
            
            
            
                
                tweaked sec tower LOD3 alpha cutout
enabled LightGroupAtTime on barges
distance tweaks to lift
killed shadows on sec tower spotlights
                
                
                
                
             
         
        
            
            
            
                
                shadow proxies for prison and sec tower
                
                
                
                
             
         
        
            
            
            
                
                shadow proxies for meshes with over 1 material in FCs
                
                
                
                
             
         
        
            
            
            
                
                trimming on FC4, FC2
S2P FCs
                
                
                
                
             
         
        
        
            
            
            
                
                fixed incorrect material definitions block on a walkway prefab
fat trimming casino barge set dressing on the ground floor
                
                
                
                
             
         
        
            
            
            
                
                Reducing per pixel complexity on FC materials - pass 2
                
                
                
                
             
         
        
            
            
            
                
                Reducing per pixel complexity on FC materials - pass one of a few
                
                
                
                
             
         
        
            
            
            
                
                Trimming the fat on the floating walkways set dressing in FC3
FC3 S2P
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                Added generic terrain to FC4
Added baked shore vectors
Move the boat vendor on the pier
Setup an HLOD for the scene
                
                
                
                
             
         
        
            
            
            
                
                Improved shore vectors on FC1,2,3
Removed access to casino top floor from barge in FC2
Updated HLODs on FC2,3
                
                
                
                
             
         
        
            
            
            
                
                disabling shadow casting on late LODs of casino CH47
                
                
                
                
             
         
        
            
            
            
                
                disabled shadow casting on barges LOD1 and up, same for security tower as its shadows are barely visible after first cascade
                
                
                
                
             
         
        
            
            
            
                
                disabled r/w and batching on seaweed clumps
                
                
                
                
             
         
        
            
            
            
                
                Added baked shore vector volumes to the FCs
S2P
                
                
                
                
             
         
        
        
            
            
            
                
                Added a shared flat terrain to FC1/2/3 to replace the craggy terrain in scenes
                
                
                
                
             
         
        
            
            
            
                
                fixed blockers around FC2 bridge (for good this time)
                
                
                
                
             
         
        
            
            
            
                
                switched stair zipline platforms for flat platform ones
                
                
                
                
             
         
        
            
            
            
                
                fixed blockers around FC2
                
                
                
                
             
         
        
        
            
            
            
                
                FC1,2,3 HLOD refresh and S2P
                
                
                
                
             
         
        
            
            
            
                
                re-enabled some shadows in med barge
                
                
                
                
             
         
        
            
            
            
                
                disabling shadow casting on prefabs, floating city walkways prefabs and casino barge shadow casters
                
                
                
                
             
         
        
            
            
            
                
                disabling shadow casting on prefabs
shadowcasting overrides on supplies barge set dressing
                
                
                
                
             
         
        
            
            
            
                
                disabling shadow casting on prefabs
shadowcasting overrides on medical barge set dressing
                
                
                
                
             
         
        
            
            
            
                
                disabling shadow casting on prefabs
shadowcasting overrides on food barge set dressing
                
                
                
                
             
         
        
            
            
            
                
                disabling shadow casting on prefabs
shadowcasting overrides on farm barge set dressing
                
                
                
                
             
         
        
            
            
            
                
                disabling shadow casting on prefabs
                
                
                
                
             
         
        
            
            
            
                
                added static camera prefab version
foor barge hierarchy and groups refactor
reducing popping due to culling volumes
cleared double rendererbatch scripts on some prefabs
                
                
                
                
             
         
        
            
            
            
                
                improving culling selection on farm barge for reduced popping
                
                
                
                
             
         
        
            
            
            
                
                improving culling selection on medical barge for reduced popping
                
                
                
                
             
         
        
            
            
            
                
                improving culling selection on supplies and prison barge for reduced popping
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                floating_city_casino signs prefabs layers, missing mesh cull
                
                
                
                
             
         
        
            
            
            
                
                floating city 2 HLOD rebake, s2p
                
                
                
                
             
         
        
            
            
            
                
                added an elevator shaft to the casino roof in FC4
                
                
                
                
             
         
        
            
            
            
                
                standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
                
                
                
                
             
         
        
            
            
            
                
                removed Deferred Mesh Decal script from mesh object parent
                
                
                
                
             
         
        
            
            
            
                
                removed double LODing method on prefab causing errors
                
                
                
                
             
         
        
            
            
            
                
                made queue barriers R/W for batching
                
                
                
                
             
         
        
            
            
            
                
                tweaks to fluorescent lights type e prefabs drawing distances, added a culling distance as they drew forever
                
                
                
                
             
         
        
            
            
            
                
                floating city 2, fixing some set dressing that broke as barge prefabs changed
                
                
                
                
             
         
        
            
            
            
                
                prison barge - tweaks to culled groups
                
                
                
                
             
         
        
            
            
            
                
                tweaks to mannequin draw distances via lodgroup