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101 Commits over 122 Days - 0.03cph!

11 Days Ago
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
14 Days Ago
tweaking light int and radius, killing shadows
14 Days Ago
checking in floating city 2
14 Days Ago
initial lighting pass on security prison barge
14 Days Ago
initial lighting pass on medical barge
14 Days Ago
initial lighting pass on farm barge
14 Days Ago
initial lighting pass on sec tower, supply barge, food barge
14 Days Ago
lighting pass on floating walkways docks
15 Days Ago
spacing out light sources more evenly on floating walkways prefabs
15 Days Ago
prison barge, environment volumes polish
15 Days Ago
food barge, environment volumes polish
15 Days Ago
medical barge, environment volumes polish
15 Days Ago
supplies barge, simplified environment volumes down to 3
15 Days Ago
string lights red and green materials bunch of lighting on barges and docks
15 Days Ago
tweaks to culling distance to several prefabs
15 Days Ago
basic HLOD setup for floating cities, S2P - will improve the brew in further iterations
15 Days Ago
floating cities s2p
15 Days Ago
swapped mountable chairs left on all barges
15 Days Ago
swapped mountable chairs on floating docks
15 Days Ago
cleared flow on the supply barge middle area a bit for easier traversal some polish on small security tower set dressing
15 Days Ago
medical barge set dressing polish
15 Days Ago
security prison barge set dressing polish
16 Days Ago
more floating walkways work on set dressing refining floating_city_2 layout
16 Days Ago
more floating walkways work on set dressing
16 Days Ago
floating_city_floating_walkways_B set dressing cleanup (floating and colliding objects)
16 Days Ago
fixed power_generator_c prefab collision being too small, used a box instead of mesh as that suits
16 Days Ago
supplies barge set dressing cleanup (floating and colliding objects), reduced size of ladder volumes
17 Days Ago
food barge set dressing cleanup (floating and colliding objects), reduced size of ladder volumes
17 Days Ago
fixed shortcut around the farm fence, set dressing cleanup (floating and colliding objects)
17 Days Ago
improved flow on floating_city_floating_walkways_B
17 Days Ago
floating city 2 flow polish, better connection to casino barge
17 Days Ago
halved vertex AO intensity on chicken cages (material)
17 Days Ago
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
22 Days Ago
floating city 2 layout polish, better connection to casino barge
22 Days Ago
floating city 2 layout polish
22 Days Ago
Medical barge, shifted location of security tower a bit for better flow
23 Days Ago
floating city 2 layout update, connected most barges and piers together
23 Days Ago
floating city 1 s2p
23 Days Ago
created a new material for the junkpiles that can be used on barges updated farm barge material overrides
23 Days Ago
floating city 2 initial idea layout
23 Days Ago
moved the bridges between food and farm barges out of barge prefabs as it is likely to be connected differently in other floating cities
23 Days Ago
centered pivot of medical barge
24 Days Ago
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
24 Days Ago
floating city save cleanup of the floating walkways prefabs
24 Days Ago
split floating walkway prefab into 4 separate ones, updated scene increased the no build zone to encompass all the level area
24 Days Ago
shifted t1 workbench around
25 Days Ago
Adding vendor NPCs and recycler, etc. to floating city level
25 Days Ago
color tweak on floating_walkways_surfaces_a mat
25 Days Ago
material tweaks to piers of floating city to enhance readability, increase algae look
3 Months Ago
merge from naval update