402 Commits over 457 Days - 0.04cph!
Removed floating behaviour from floating walkway chunk. Added ladder volumes to floating city 3.
Fixed LOD materials on farm barge tarps
Static versions of boogie board, paddle, etc. Replaced deployable proxies in scene and food market barge prefab with static versions.
Tidied up scene hierarchy - floating city 3
WIP submit of floating city variant 3
Continued work to floating city 3 (still WIP) - floating walkway set dressing
Submitting progress on floating city 3 (still WIP)
Enabled r/w on renderer batch of floating walkways
First pass floating city variant 3 (walkways and flow still WIP)
Forgot to hook LOD3 up in prerfab whoops
LOD3s for casino elevator
Added dilapidated elevator to casino barge. Updated manifest.
Moved static driftwood out of autospawn folder to fix log spam
Fixed medical bay props to reduce LOD distances and assign to world layer. Minor set dressing tweaks in food market barge, and recolouring dirt piles to match barge surface
Missing faces fixed on lobster trap LOD1. Fixed some zfighting and missing internal faces on top food market structure.
Mountable version of static beach chair added and replaced proxy versions in floating city. Updated manifest.
Improved traversal up floating stairways
Redid manifest update after merge
More mountable static props added (WIP). Rejigged floating walkway stairs collision to be more easibly ascendable from the water.
Added mountable versions of seats and replaced static ones in floating city (WIP)
Static versions of deployed/world model props, replaced in scene
Harmonised plywood across scene, added another plywood variant
Added two new plywood dressing variants for improv walkway kit
Rejigged barge prefabs to centre pivot at origin, fixed transforms in scene. Vert painted barge surfaces on supplies, farm, food market.
Rejiigged hierarchy for barge painting
Quick commit before vert painting barges
More dirt added to blue containers
More dirt on food market containers. Alpha added to hanging fish material.
Environment volumes added to supplies barge, falloffs tweaked in farm and supplies. Increased LOD values for floating walkways. New jerrycan coloured variants.
Increased LOD distances of containers and removed final cull. Removed batching from concrete debris to try prevent flickering.
Refactoring gun displays to use nested prefabs
Swapped smg to static asset in gun display C, also changed LOD groups to meshLODs on gun display assets
Started refactoring gun displays to use static assets instead of world models. Combined static version of ak47 with baked down materials added. Replaced lobster traps in barges.
Added missing collision to generic structure container. Set dressing security area of supplies barge.
Set dressing on supplies barge
Static versions of various weapons and tools for supplies/weapons store. Replaced proxy world models in scene. Blue variant of tarp mats. Set dressing on supplies store.
Merge from main and parent
Environment volumes in food and farm barges. Dock light LODs and decal fixes.
Static prop version of sunflower with wind, and swapped out proxy WM versions. Updated manifest with missed planter variant.
Removed combined door from farm kiosk, set up separate prefab and nested. Replaced seed bag props in farm with static versions.
Added static respawnable versions of other planter types - varied up crop spawning. Added static version of water barrel for farm (WIP). Updated manifest file.
Removed collision from tiny tarp D. Replaced shovel and water catcher props with static versions. Added environment volumes to farm barge (not working currently). Static versions of vinyl crates.
Fixed pivots on farm barge structure