492 Commits over 518 Days - 0.04cph!
Rejigged exlosives box prefab (non-variant, split off matrix displays). Reran manifest.
Remade scrap box prefab so not prefab variant. Renamed prefab to remove "wooden". Added scrap box LODs. Adjusted metal/gloss levels on scrap box. Updated manifest and localisation.
Balanced darkness of metals in scrap component box
Updated textures and model for scrap component box
First pass textures and LOD0 of scrap component box (still WIP)
LOD0 of scrap component box
Fixed tarp clipping (supplies barge) and table clipping (food market barge) and ran S2P on FC 1 - 4
Moved floating rubble in FC1 that prevented boat docking
Added purple light material variant and applied to light props in supplies barge
WIP scrap box blockout tests (committing as need to move branches)
Fixed paint texture res on Artist Canvas S
Last minute UV cleanup on canvases
Texture polish for frameless artist canvas atlas. Icon generation for all canvas sizes. Vert AO polish to some of the canvases.
Merge up from floating cities subbranch to incorporate food marker container collision fixes, and ladder passes on all FCs.
Adjusted ladder volumes on FC 1, 2, and 3. Full ladder pass on FC4. S2P on all FCs.
Heavily simplified food market barge (top section) collision
Fixed missing door collision on bottom of food market containers. Simplified collision mesh overall.
Made chamfered edges on artist canvases paintable to improve seamless tiling across multiple canvases
Fixed alpha on gibs. Fixed orientation of XXL canvas in painting mode.
LODs and gibs for artist canvas L, XL, XXL + prefab setup
Artist Canvas M - LOD and gibs and setup
Gibs and LODs for Artist Canvas S
All sizes (S - XXL) of seamless artist canvas added and functional. No LODs, gibs, or icons yet
XXL seamless artist canvas paintable WIP and tests
Floating walkways - Fixed incorrect mesh in one of small plastic pieces. Simplified mesh colliders of remaining kit pieces.
Simplified collision on some floating walkway pieces, switched to box colliders
Increased culling distance of floating walkways. Fixed z-fighting in supplies store. Rotated mannequin sign in supplies store. S2P and HLOD regeneration in FC 1-4 for floating walkway cull changes.
Moved position of red handle on explosives box to improve clearance with code lock
Adding gibs for explosives component box
painted + bare metal textue variants for explosives component box, plus LODs
Slight tweak to emissive map
Fixed tokens for halloween garland
Icon generation, reran manifest
Updated halloween garland with final art (pending LODs). Ran manifest
hackweek - halloween garland blockout and test atlas
First initial test for explosives component box
Update to crockery textures
Added more ladders in the spots (FC1/FC2) suggested by QA
Final optimisation on floating walkway pieces
More optimisation and geo reduction to floating walkway kit pieces (ongoing WIP)
More work on floating walkway optimisation. Flipped normal map of plastics B
Moved food market vendor further back. More geo reduction to floating walkway piece.
S2P and rebaked HLODs for FC 1-4
More geo reduction and hole removal on floating walkway kit pieces (WIP)
Removing holes from floating walkway kit pieces to optimise geo (WIP)
Added generic crockery props to project