branchrust_reboot/main/naval_update/floating_citiescancel
101 Commits over 122 Days - 0.03cph!
carrying on with lighting pass, fill lights for bespoke segments throughout floating city 2
added some dim fill lights to bridge prefabs to accelerate lighting throughout levels wherever they are
tweaking light int and radius, killing shadows
checking in floating city 2
initial lighting pass on security prison barge
initial lighting pass on medical barge
initial lighting pass on farm barge
initial lighting pass on sec tower, supply barge, food barge
lighting pass on floating walkways docks
spacing out light sources more evenly on floating walkways prefabs
prison barge, environment volumes polish
food barge, environment volumes polish
medical barge, environment volumes polish
supplies barge, simplified environment volumes down to 3
string lights red and green materials
bunch of lighting on barges and docks
tweaks to culling distance to several prefabs
basic HLOD setup for floating cities, S2P - will improve the brew in further iterations
swapped mountable chairs left on all barges
swapped mountable chairs on floating docks
cleared flow on the supply barge middle area a bit for easier traversal
some polish on small security tower set dressing
medical barge set dressing polish
security prison barge set dressing polish
more floating walkways work on set dressing
refining floating_city_2 layout
more floating walkways work on set dressing
floating_city_floating_walkways_B set dressing cleanup (floating and colliding objects)
fixed power_generator_c prefab collision being too small, used a box instead of mesh as that suits
supplies barge set dressing cleanup (floating and colliding objects), reduced size of ladder volumes
food barge set dressing cleanup (floating and colliding objects), reduced size of ladder volumes
fixed shortcut around the farm fence, set dressing cleanup (floating and colliding objects)
improved flow on floating_city_floating_walkways_B
floating city 2 flow polish, better connection to casino barge
halved vertex AO intensity on chicken cages (material)
moved interactive prefabs and NPC vendors into their specific barge prefabs
removed the vertex stream rebuilder script from the prefab object in floating_city
S2P
floating city 2 layout polish, better connection to casino barge
floating city 2 layout polish
Medical barge, shifted location of security tower a bit for better flow
floating city 2 layout update, connected most barges and piers together
created a new material for the junkpiles that can be used on barges
updated farm barge material overrides
floating city 2 initial idea layout
moved the bridges between food and farm barges out of barge prefabs as it is likely to be connected differently in other floating cities
centered pivot of medical barge
centered pivot of security barge and refactored prefab hierarchy. Merged the prison sub prefab into the sec barge prefab as it was a bit redundant
floating city save
cleanup of the floating walkways prefabs
split floating walkway prefab into 4 separate ones, updated scene
increased the no build zone to encompass all the level area
shifted t1 workbench around
Adding vendor NPCs and recycler, etc. to floating city level
color tweak on floating_walkways_surfaces_a mat
material tweaks to piers of floating city to enhance readability, increase algae look