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5,697 Commits over 3,987 Days - 0.06cph!

11 Days Ago
FC2 scene to prefab
11 Days Ago
disabling lightgroupattime throughout for now
11 Days Ago
commit of annoying material list that keep modifying until committed
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
13 Days Ago
tweaking light int and radius, killing shadows
13 Days Ago
checking in floating city 2
13 Days Ago
initial lighting pass on security prison barge
13 Days Ago
initial lighting pass on medical barge
13 Days Ago
initial lighting pass on farm barge
13 Days Ago
initial lighting pass on sec tower, supply barge, food barge
14 Days Ago
lighting pass on floating walkways docks
14 Days Ago
spacing out light sources more evenly on floating walkways prefabs
14 Days Ago
prison barge, environment volumes polish
14 Days Ago
food barge, environment volumes polish
14 Days Ago
medical barge, environment volumes polish
14 Days Ago
supplies barge, simplified environment volumes down to 3
14 Days Ago
string lights red and green materials bunch of lighting on barges and docks
14 Days Ago
tweaks to culling distance to several prefabs
14 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
15 Days Ago
more floating walkways work on set dressing refining floating_city_2 layout
15 Days Ago
more floating walkways work on set dressing
15 Days Ago
floating_city_floating_walkways_B set dressing cleanup (floating and colliding objects)
15 Days Ago
fixed power_generator_c prefab collision being too small, used a box instead of mesh as that suits
15 Days Ago
updated strair block pivots to be centered on block created convex box colliders and prevent movement collider, gibs bounds updated
16 Days Ago
supplies barge set dressing cleanup (floating and colliding objects), reduced size of ladder volumes
16 Days Ago
food barge set dressing cleanup (floating and colliding objects), reduced size of ladder volumes
16 Days Ago
fixed shortcut around the farm fence, set dressing cleanup (floating and colliding objects)
16 Days Ago
improved flow on floating_city_floating_walkways_B
16 Days Ago
floating city 2 flow polish, better connection to casino barge
16 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
17 Days Ago
supplied collision mesh for triangle hull block, updated prefab collision scripts
21 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
22 Days Ago
floating city 2 layout update, connected most barges and piers together
22 Days Ago
floating city 1 s2p
22 Days Ago
created a new material for the junkpiles that can be used on barges updated farm barge material overrides
22 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
23 Days Ago
baked convex colliders for ring1 and ring2 prefabs, improved bumper tire chain collider accuracy
23 Days Ago
moved the static doors out of doors category in the ghostship variant art prefabs
23 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