userVincentcancel

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

43 Days Ago
draw distance tweaks to legs and barges, was displaying baked lod a little early layer change on barge ground surfaces >world
43 Days Ago
setup culling volumes for oilrig legs tops props and bottom floating debris
43 Days Ago
supplies barge culling volumes for props
43 Days Ago
fixed tarp material override order on security tower tarps
43 Days Ago
med bay barge culling volumes for props
43 Days Ago
removed unused scripts on hanging tarp prefabs
44 Days Ago
food barge and floating piers culling volumes for props
44 Days Ago
farm barge culling volumes for props, full refactor of prefab groups
44 Days Ago
commit of annoying material list that keep modifying until committed
44 Days Ago
prison barge culling volumes for props
44 Days Ago
prefab LOD distance tweaks some deletes of prefabs we don't use anymore
44 Days Ago
prefab LOD distance tweaks re-factored oilrig leg prefabs to share a same nested prefab for the art
45 Days Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
45 Days Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
45 Days Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
45 Days Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
45 Days Ago
renderer batch enabled on zipline props set (small planks, etc) reduced culling distance
45 Days 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
46 Days Ago
commit of annoying material list that keep modifying until committed
46 Days Ago
FC2 scene to prefab
46 Days Ago
disabling lightgroupattime throughout for now
46 Days Ago
commit of annoying material list that keep modifying until committed
46 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
49 Days Ago
tweaking light int and radius, killing shadows
49 Days Ago
checking in floating city 2
49 Days Ago
initial lighting pass on security prison barge
49 Days Ago
initial lighting pass on medical barge
49 Days Ago
initial lighting pass on farm barge
49 Days Ago
initial lighting pass on sec tower, supply barge, food barge
49 Days Ago
lighting pass on floating walkways docks
50 Days Ago
spacing out light sources more evenly on floating walkways prefabs
50 Days Ago
prison barge, environment volumes polish
50 Days Ago
food barge, environment volumes polish
50 Days Ago
medical barge, environment volumes polish
50 Days Ago
supplies barge, simplified environment volumes down to 3
50 Days Ago
string lights red and green materials bunch of lighting on barges and docks
50 Days Ago
tweaks to culling distance to several prefabs
50 Days Ago
basic HLOD setup for floating cities, S2P - will improve the brew in further iterations
50 Days Ago
floating cities s2p
50 Days Ago
swapped mountable chairs left on all barges
50 Days Ago
swapped mountable chairs on floating docks
50 Days Ago
cleared flow on the supply barge middle area a bit for easier traversal some polish on small security tower set dressing
50 Days Ago
medical barge set dressing polish
50 Days Ago
security prison barge set dressing polish
51 Days Ago
more floating walkways work on set dressing refining floating_city_2 layout
51 Days Ago
more floating walkways work on set dressing
51 Days Ago
floating_city_floating_walkways_B set dressing cleanup (floating and colliding objects)
51 Days Ago
fixed power_generator_c prefab collision being too small, used a box instead of mesh as that suits
51 Days Ago
updated strair block pivots to be centered on block created convex box colliders and prevent movement collider, gibs bounds updated
51 Days Ago
supplies barge set dressing cleanup (floating and colliding objects), reduced size of ladder volumes