userVincentcancel

5,757 Commits over 4,018 Days - 0.06cph!

Today
fixed boombox.static causing errors in conjunction with culling volumes now uses meshlod and a shadowproxy as it is an expensive object
Today
static speargun prefab cleanup
Today
removed renderer batch on compound bow placed on non lodgroup type object
Today
gun display rack weapons wont cast shadows
3 Days Ago
fixed static tarp materials having wind enabled
3 Days Ago
material simplifications on temperate_portacabin_building_300_600
3 Days Ago
farm kiosk adjusted proxy for less shadow acne fixed floating light posts in FC3 +S2P
3 Days Ago
fixed materials being inconcistent on Ocean Buoy Static, creating popping when LODing
3 Days Ago
shadow proxy mesh for smallOceanWreckBuoy
3 Days Ago
converted dilapidated elevator to use point lights with cookies instead of a shadow casting spotlight. Being in the middle of the casino it cannot be afforded, shadow cost too high with the light range it needed too look good.
3 Days Ago
merge from floating cities
3 Days Ago
merge from naval update
3 Days Ago
Fixed mission giver NPC position in FC3 and 4 S2P all FCs
3 Days Ago
fixed paddling pool static and its water plane not culling adjustments to culling distances of following static entities art: boombox, blackjack table, bandit sentry (also uses single drawcall AK47 now instead of 4 mats world model), recycler, slot machine, spinner big wheel, playing card tables ridiculous spinner wheel dropbox drawing distances fixed arcade machine static, bunch of optims
3 Days Ago
FC barge 3600/4200 shadow proxies
3 Days Ago
disabled shadow casting on some outliers from floating walkways set prefabs
4 Days Ago
material color tweak to better track the unoptimised original look
4 Days Ago
fixed interior props cull group being disabled (was temporary)
4 Days Ago
tweaked sec tower LOD3 alpha cutout enabled LightGroupAtTime on barges distance tweaks to lift killed shadows on sec tower spotlights
4 Days Ago
shadow proxies for prison and sec tower
4 Days Ago
shadow proxies for meshes with over 1 material in FCs
5 Days Ago
trimming on FC4, FC2 S2P FCs
5 Days Ago
FC3 s2p
5 Days Ago
fixed incorrect material definitions block on a walkway prefab fat trimming casino barge set dressing on the ground floor
5 Days Ago
Reducing per pixel complexity on FC materials - pass 2
5 Days Ago
Reducing per pixel complexity on FC materials - pass one of a few
5 Days Ago
Trimming the fat on the floating walkways set dressing in FC3 FC3 S2P
5 Days Ago
fixed condenser tanks draw distances being too big fixed ocean_buoy_static not culling reduced culling distance on a static rug prefab, enabled batching added meshCull on a single fish prop that wasn't culling reduced draw distance on a cardboard crate drawing way too far, enabled batching wall.frame.cell_static now culls, was relying on building blocks setup which doesnt some individual LOD distance overrides on barge props fixed ridiculous draw distance on worklight triple prefab, objects were not culling fixed ridiculous draw distance on pipewrench
6 Days Ago
merge from guide_materials_tweaks
6 Days Ago
tweaked guide material settings further
10 Days Ago
tweaked guide material settings for enhanced readability of geometric details
10 Days Ago
cover pass ghost ship
11 Days Ago
converted ladder hatch prefabs to use convex box colliders only added modular boat floor frame and floor.triangle frame prefabs
14 Days Ago
Added generic terrain to FC4 Added baked shore vectors Move the boat vendor on the pier Setup an HLOD for the scene
14 Days Ago
Improved shore vectors on FC1,2,3 Removed access to casino top floor from barge in FC2 Updated HLODs on FC2,3
18 Days Ago
Modular boat - Fixed gaps in walls, fixed doorway block colliders not matching the art
19 Days Ago
disabling shadow casting on late LODs of casino CH47
19 Days Ago
disabled shadow casting on barges LOD1 and up, same for security tower as its shadows are barely visible after first cascade
20 Days Ago
disabled r/w and batching on seaweed clumps
20 Days Ago
Added baked shore vector volumes to the FCs S2P
20 Days Ago
merge from dipsi
20 Days Ago
Added a shared flat terrain to FC1/2/3 to replace the craggy terrain in scenes
20 Days Ago
fixed floating mesh decal on ghostship C/D back gate
20 Days Ago
seaweed decal - removed decal layer 0 adjusted some materials to receive it on layer 1
20 Days Ago
Smoother transition walking into the ship's bridge room
20 Days Ago
Wider collision gap around the ghost ship mast ladder spot
21 Days Ago
nuked the broken glass bits left improved the climbability of the nets into the bridge of the ships
21 Days Ago
fixed blockers around FC2 bridge (for good this time)
24 Days Ago
switched stair zipline platforms for flat platform ones
24 Days Ago
Boat door colliders: convex solution that has a hole for glass collider to work