userVincentcancel

5,829 Commits over 4,048 Days - 0.06cph!

39 Days Ago
merge from guide_materials_tweaks
39 Days Ago
tweaked guide material settings further
42 Days Ago
tweaked guide material settings for enhanced readability of geometric details
42 Days Ago
cover pass ghost ship
43 Days Ago
converted ladder hatch prefabs to use convex box colliders only added modular boat floor frame and floor.triangle frame prefabs
47 Days Ago
Added generic terrain to FC4 Added baked shore vectors Move the boat vendor on the pier Setup an HLOD for the scene
47 Days Ago
Improved shore vectors on FC1,2,3 Removed access to casino top floor from barge in FC2 Updated HLODs on FC2,3
50 Days Ago
Modular boat - Fixed gaps in walls, fixed doorway block colliders not matching the art
52 Days Ago
disabling shadow casting on late LODs of casino CH47
52 Days Ago
disabled shadow casting on barges LOD1 and up, same for security tower as its shadows are barely visible after first cascade
52 Days Ago
disabled r/w and batching on seaweed clumps
52 Days Ago
Added baked shore vector volumes to the FCs S2P
52 Days Ago
merge from dipsi
52 Days Ago
Added a shared flat terrain to FC1/2/3 to replace the craggy terrain in scenes
53 Days Ago
fixed floating mesh decal on ghostship C/D back gate
53 Days Ago
seaweed decal - removed decal layer 0 adjusted some materials to receive it on layer 1
53 Days Ago
Smoother transition walking into the ship's bridge room
53 Days Ago
Wider collision gap around the ghost ship mast ladder spot
54 Days Ago
nuked the broken glass bits left improved the climbability of the nets into the bridge of the ships
54 Days Ago
fixed blockers around FC2 bridge (for good this time)
56 Days Ago
switched stair zipline platforms for flat platform ones
56 Days Ago
Boat door colliders: convex solution that has a hole for glass collider to work
56 Days Ago
more precise colliders for modular boat low walls
57 Days Ago
Storage room environment volumes on ghost ships is now brighter
57 Days Ago
Raised scattered paper meshes to eliminate zfight on them
57 Days Ago
Removed flickering glass decals from ghost_ships
57 Days Ago
Fixed shifting cover prefab on ghost_ship_b
57 Days Ago
nets ladder volume placement polish
57 Days Ago
Fixed incorrect materials on LOD1/2 of ghost ship C
57 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
57 Days Ago
fixed blockers around FC2
57 Days Ago
merge from naval update
57 Days Ago
converted embrasures and reinforced window frame to convex colliders
57 Days Ago
converted all window frames tiers to convex colliders
58 Days Ago
merge from floating cities
58 Days Ago
FC1,2,3 HLOD refresh and S2P
58 Days Ago
re-enabled some shadows in med barge
58 Days Ago
disabling shadow casting on prefabs, floating city walkways prefabs and casino barge shadow casters
58 Days Ago
disabling shadow casting on prefabs shadowcasting overrides on supplies barge set dressing
58 Days Ago
disabling shadow casting on prefabs shadowcasting overrides on medical barge set dressing
58 Days Ago
disabling shadow casting on prefabs shadowcasting overrides on food barge set dressing
58 Days Ago
disabling shadow casting on prefabs shadowcasting overrides on farm barge set dressing
58 Days Ago
disabling shadow casting on prefabs
58 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
58 Days Ago
improving culling selection on farm barge for reduced popping
58 Days Ago
improving culling selection on medical barge for reduced popping
58 Days Ago
improving culling selection on supplies and prison barge for reduced popping
58 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
59 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
59 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