branchrust_reboot/main/naval_update/floating_citiescancel
219 Commits over 184 Days - 0.05cph!
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
Replaced boat crane meshes with proper prefab assets. S2P on FC3
Missed some floating walkway commits
More material reduction (case by case basis) on floating walkway kit pieces
Reduced material IDs in farm kios by 3. Changed farm sign to standalone asset.
Fixed floating/clipping objects in FC3 and S2P. Reverted bench seat sitting positions.
Turned off sRGB on some floating cities related AO textures, downsized some maps that didn't need to be 2k. Removed obsolete temp textures. Added some ladders around FC1 and FC2 to improve water exit. Removed a few chairs from floating walkways and barges to help with perf. Ran S2P on FC1 and FC2.
Fixed smoke grenade scale and food vendor arm clipping (playtest feedback). Some more material reduction on floating walkway kit pieces
Material reduction and optimisation in some floating walkway kit pieces
Removed extra obsolete LODgroup from mannequin prefabs
Fixed broken LODgroup references in mannequin prefabs due to hierarchy change
Merged mannequin changes branch into floating cities
Material ID reduction on some floating walkway pieces
Shortened bird poo decal effect. Cabin no longer enterable
Fixed error with towel LOD materials
S2P on FC3 to incorporate new HLOD changes
Regenerated FC3 HLOD from scratch to remove weird stacking error
Adjusted LODs of mannequins to reduce early culling, and also adjusted clothing LODs to transition at same time as base mannequin
Small boat crane prop LODs and COL, prefab setup
Moved farm vendors up to prevent clipping through floor
Fixed zfighting planks in supplies barge. Fixed floating cloth and some prop alignment in FC2 and ran S2P. Added wheel to small refinery; both deployed and static version
Raised height of weapons vendor due to legs clipping (supplies barge)
Small boat crane (LODs and COL pending)
S2P on FCs after farm changes
Added a few more chainlink fences around the farm
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