userVincentcancel
reporust_rebootcancel

5,958 Commits over 4,138 Days - 0.06cph!

6 Months Ago
Boat door colliders: convex solution that has a hole for glass collider to work
6 Months Ago
more precise colliders for modular boat low walls
6 Months Ago
Storage room environment volumes on ghost ships is now brighter
6 Months Ago
Raised scattered paper meshes to eliminate zfight on them
6 Months Ago
Removed flickering glass decals from ghost_ships
6 Months Ago
Fixed shifting cover prefab on ghost_ship_b
6 Months Ago
nets ladder volume placement polish
6 Months Ago
Fixed incorrect materials on LOD1/2 of ghost ship C
6 Months Ago
Fixed one of the mast ladders no working and rail blocking Fixed ship_trawler_c back gate not allowing enough clearance Added ladder volumes to most hanging nets that look like they could be used to climb/board the ship
6 Months Ago
fixed blockers around FC2
6 Months Ago
merge from naval update
6 Months Ago
converted embrasures and reinforced window frame to convex colliders
6 Months Ago
converted all window frames tiers to convex colliders
6 Months Ago
merge from floating cities
6 Months Ago
FC1,2,3 HLOD refresh and S2P
6 Months Ago
re-enabled some shadows in med barge
6 Months Ago
disabling shadow casting on prefabs, floating city walkways prefabs and casino barge shadow casters
6 Months Ago
disabling shadow casting on prefabs shadowcasting overrides on supplies barge set dressing
6 Months Ago
disabling shadow casting on prefabs shadowcasting overrides on medical barge set dressing
6 Months Ago
disabling shadow casting on prefabs shadowcasting overrides on food barge set dressing
6 Months Ago
disabling shadow casting on prefabs shadowcasting overrides on farm barge set dressing
6 Months Ago
disabling shadow casting on prefabs
6 Months 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
6 Months Ago
improving culling selection on farm barge for reduced popping
6 Months Ago
improving culling selection on medical barge for reduced popping
6 Months Ago
improving culling selection on supplies and prison barge for reduced popping
6 Months 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
6 Months 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
6 Months 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
6 Months Ago
floating_city_casino signs prefabs layers, missing mesh cull
6 Months Ago
disabled relief mapping on fish piles material
6 Months Ago
fixed zfight on boat low wall posts when adjacent
6 Months Ago
floating city 2 HLOD rebake, s2p
6 Months Ago
added an elevator shaft to the casino roof in FC4
6 Months Ago
standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
6 Months Ago
removed Deferred Mesh Decal script from mesh object parent
6 Months Ago
removed double LODing method on prefab causing errors
6 Months Ago
made queue barriers R/W for batching
6 Months Ago
tweaks to fluorescent lights type e prefabs drawing distances, added a culling distance as they drew forever
6 Months Ago
floating city 2, fixing some set dressing that broke as barge prefabs changed
6 Months Ago
prison barge - tweaks to culled groups
6 Months Ago
tweaks to mannequin draw distances via lodgroup
6 Months Ago
draw distance tweaks to legs and barges, was displaying baked lod a little early layer change on barge ground surfaces >world
6 Months Ago
setup culling volumes for oilrig legs tops props and bottom floating debris
6 Months Ago
supplies barge culling volumes for props
6 Months Ago
fixed tarp material override order on security tower tarps
6 Months Ago
med bay barge culling volumes for props
6 Months Ago
removed unused scripts on hanging tarp prefabs
6 Months Ago
food barge and floating piers culling volumes for props
6 Months Ago
farm barge culling volumes for props, full refactor of prefab groups