userVincentcancel

5,775 Commits over 4,018 Days - 0.06cph!

46 Days Ago
added an elevator shaft to the casino roof in FC4
46 Days Ago
standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
46 Days Ago
removed Deferred Mesh Decal script from mesh object parent
46 Days Ago
removed double LODing method on prefab causing errors
46 Days Ago
made queue barriers R/W for batching
46 Days Ago
tweaks to fluorescent lights type e prefabs drawing distances, added a culling distance as they drew forever
49 Days Ago
floating city 2, fixing some set dressing that broke as barge prefabs changed
50 Days Ago
prison barge - tweaks to culled groups
50 Days Ago
tweaks to mannequin draw distances via lodgroup
50 Days Ago
draw distance tweaks to legs and barges, was displaying baked lod a little early layer change on barge ground surfaces >world
50 Days Ago
setup culling volumes for oilrig legs tops props and bottom floating debris
50 Days Ago
supplies barge culling volumes for props
50 Days Ago
fixed tarp material override order on security tower tarps
50 Days Ago
med bay barge culling volumes for props
50 Days Ago
removed unused scripts on hanging tarp prefabs
51 Days Ago
food barge and floating piers culling volumes for props
51 Days Ago
farm barge culling volumes for props, full refactor of prefab groups
51 Days Ago
commit of annoying material list that keep modifying until committed
51 Days Ago
prison barge culling volumes for props
51 Days Ago
prefab LOD distance tweaks some deletes of prefabs we don't use anymore
51 Days Ago
prefab LOD distance tweaks re-factored oilrig leg prefabs to share a same nested prefab for the art
52 Days Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
52 Days Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
52 Days Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
52 Days Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
52 Days Ago
renderer batch enabled on zipline props set (small planks, etc) reduced culling distance
52 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
53 Days Ago
commit of annoying material list that keep modifying until committed
53 Days Ago
FC2 scene to prefab
53 Days Ago
disabling lightgroupattime throughout for now
53 Days Ago
commit of annoying material list that keep modifying until committed
53 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
56 Days Ago
tweaking light int and radius, killing shadows
56 Days Ago
checking in floating city 2
56 Days Ago
initial lighting pass on security prison barge
56 Days Ago
initial lighting pass on medical barge
56 Days Ago
initial lighting pass on farm barge
56 Days Ago
initial lighting pass on sec tower, supply barge, food barge
56 Days Ago
lighting pass on floating walkways docks
57 Days Ago
spacing out light sources more evenly on floating walkways prefabs
57 Days Ago
prison barge, environment volumes polish
57 Days Ago
food barge, environment volumes polish
57 Days Ago
medical barge, environment volumes polish
57 Days Ago
supplies barge, simplified environment volumes down to 3
57 Days Ago
string lights red and green materials bunch of lighting on barges and docks
57 Days Ago
tweaks to culling distance to several prefabs
57 Days Ago
basic HLOD setup for floating cities, S2P - will improve the brew in further iterations
57 Days Ago
floating cities s2p
57 Days Ago
swapped mountable chairs left on all barges
57 Days Ago
swapped mountable chairs on floating docks