userVincentcancel

5,766 Commits over 4,018 Days - 0.06cph!

32 Days Ago
Added a shared flat terrain to FC1/2/3 to replace the craggy terrain in scenes
32 Days Ago
fixed floating mesh decal on ghostship C/D back gate
32 Days Ago
seaweed decal - removed decal layer 0 adjusted some materials to receive it on layer 1
32 Days Ago
Smoother transition walking into the ship's bridge room
32 Days Ago
Wider collision gap around the ghost ship mast ladder spot
33 Days Ago
nuked the broken glass bits left improved the climbability of the nets into the bridge of the ships
33 Days Ago
fixed blockers around FC2 bridge (for good this time)
35 Days Ago
switched stair zipline platforms for flat platform ones
36 Days Ago
Boat door colliders: convex solution that has a hole for glass collider to work
36 Days Ago
more precise colliders for modular boat low walls
36 Days Ago
Storage room environment volumes on ghost ships is now brighter
36 Days Ago
Raised scattered paper meshes to eliminate zfight on them
36 Days Ago
Removed flickering glass decals from ghost_ships
36 Days Ago
Fixed shifting cover prefab on ghost_ship_b
36 Days Ago
nets ladder volume placement polish
36 Days Ago
Fixed incorrect materials on LOD1/2 of ghost ship C
36 Days 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
36 Days Ago
fixed blockers around FC2
36 Days Ago
merge from naval update
37 Days Ago
converted embrasures and reinforced window frame to convex colliders
37 Days Ago
converted all window frames tiers to convex colliders
37 Days Ago
merge from floating cities
37 Days Ago
FC1,2,3 HLOD refresh and S2P
37 Days Ago
re-enabled some shadows in med barge
37 Days Ago
disabling shadow casting on prefabs, floating city walkways prefabs and casino barge shadow casters
37 Days Ago
disabling shadow casting on prefabs shadowcasting overrides on supplies barge set dressing
37 Days Ago
disabling shadow casting on prefabs shadowcasting overrides on medical barge set dressing
37 Days Ago
disabling shadow casting on prefabs shadowcasting overrides on food barge set dressing
37 Days Ago
disabling shadow casting on prefabs shadowcasting overrides on farm barge set dressing
37 Days Ago
disabling shadow casting on prefabs
37 Days 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
37 Days Ago
improving culling selection on farm barge for reduced popping
38 Days Ago
improving culling selection on medical barge for reduced popping
38 Days Ago
improving culling selection on supplies and prison barge for reduced popping
38 Days 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
38 Days 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
38 Days 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
38 Days Ago
floating_city_casino signs prefabs layers, missing mesh cull
39 Days Ago
disabled relief mapping on fish piles material
39 Days Ago
fixed zfight on boat low wall posts when adjacent
39 Days Ago
floating city 2 HLOD rebake, s2p
40 Days Ago
added an elevator shaft to the casino roof in FC4
40 Days Ago
standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
40 Days Ago
removed Deferred Mesh Decal script from mesh object parent
40 Days Ago
removed double LODing method on prefab causing errors
40 Days Ago
made queue barriers R/W for batching
40 Days Ago
tweaks to fluorescent lights type e prefabs drawing distances, added a culling distance as they drew forever
43 Days Ago
floating city 2, fixing some set dressing that broke as barge prefabs changed
43 Days Ago
prison barge - tweaks to culled groups
43 Days Ago
tweaks to mannequin draw distances via lodgroup