418 Commits over 457 Days - 0.04cph!
Removed random wood beam in FC2 (transform override). Fixed negative values on railroad planter collision. Added colliders to singular security doors.
Swapped out remaining world models on supplies and food market barges
Fixed incorrect material LODs on a ground tarp instance. Added boat vendor to FC3. Removed obsolete fence inside farm barge. Fixed useless beams in a floating walkway structure.
Fixed incorrect LOD transform override on floating walkway corner piece. Fixed missing material on static fishing rod LODs. Fixed missing collision on static railroad planter.
Adjusted spawn height and nudge radius of boat spawners at shop in FC1 and FC2. Added collision around farm barge.
Changed boat shop location in floating city 2, ran S2P
Added recyclers to food market and supplies barge
Fixed missing material reference on dilapidated elevator
Added lighting scripts and light group to walkways bounce lighting
Removed obsolete tags from floating walkway kits
Rejigged LODs in mannequin variants
Set-up some prefab variants of mannequin for set dressing, replaced placeholder in supplies barge.
Set dressing polish and some boosted bounce lighting in floating city 3
Fixed barge surfaces not being picked up by HLOD (except casino). Rebaked HLOD in floating city 1 and 3.
HLOD and s2p for floating city 3
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.