userVincentcancel
branchrust_reboot/main/naval_update/floating_citiescancel

141 Commits over 153 Days - 0.04cph!

1 Year 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
1 Year Ago
improving culling selection on farm barge for reduced popping
1 Year Ago
improving culling selection on medical barge for reduced popping
1 Year Ago
improving culling selection on supplies and prison barge for reduced popping
1 Year 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
1 Year 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
1 Year 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
1 Year Ago
floating_city_casino signs prefabs layers, missing mesh cull
1 Year Ago
floating city 2 HLOD rebake, s2p
1 Year Ago
added an elevator shaft to the casino roof in FC4
1 Year Ago
standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
1 Year Ago
removed Deferred Mesh Decal script from mesh object parent
1 Year Ago
removed double LODing method on prefab causing errors
1 Year Ago
made queue barriers R/W for batching
1 Year Ago
tweaks to fluorescent lights type e prefabs drawing distances, added a culling distance as they drew forever
1 Year Ago
floating city 2, fixing some set dressing that broke as barge prefabs changed
1 Year Ago
prison barge - tweaks to culled groups
1 Year Ago
tweaks to mannequin draw distances via lodgroup
1 Year Ago
draw distance tweaks to legs and barges, was displaying baked lod a little early layer change on barge ground surfaces >world
1 Year Ago
setup culling volumes for oilrig legs tops props and bottom floating debris
1 Year Ago
supplies barge culling volumes for props
1 Year Ago
fixed tarp material override order on security tower tarps
1 Year Ago
med bay barge culling volumes for props
1 Year Ago
removed unused scripts on hanging tarp prefabs
1 Year Ago
food barge and floating piers culling volumes for props
1 Year Ago
farm barge culling volumes for props, full refactor of prefab groups
1 Year Ago
commit of annoying material list that keep modifying until committed
1 Year Ago
prison barge culling volumes for props
1 Year Ago
prefab LOD distance tweaks some deletes of prefabs we don't use anymore
1 Year Ago
prefab LOD distance tweaks re-factored oilrig leg prefabs to share a same nested prefab for the art
1 Year Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
1 Year Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
1 Year Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
1 Year Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
1 Year Ago
renderer batch enabled on zipline props set (small planks, etc) reduced culling distance
1 Year Ago
added ziplines and rope ladder to floating city 4 layout to provide easy and quick way down the casino reduced ziplines slack value, 4 was too high for most conditions
1 Year Ago
commit of annoying material list that keep modifying until committed
1 Year Ago
FC2 scene to prefab
1 Year Ago
disabling lightgroupattime throughout for now
1 Year Ago
commit of annoying material list that keep modifying until committed
1 Year 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
1 Year Ago
tweaking light int and radius, killing shadows
1 Year Ago
checking in floating city 2
1 Year Ago
initial lighting pass on security prison barge
1 Year Ago
initial lighting pass on medical barge
1 Year Ago
initial lighting pass on farm barge
1 Year Ago
initial lighting pass on sec tower, supply barge, food barge
1 Year Ago
lighting pass on floating walkways docks
1 Year Ago
spacing out light sources more evenly on floating walkways prefabs
1 Year Ago
prison barge, environment volumes polish