380 Commits over 427 Days - 0.04cph!
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
Static versions of fishing rod and driftwood. Rusty variant of aircon unit. Lowered LOD amounts on some static variants of world models. Fixed pivot of top food market structure. Added ladder volumes in food market prefab + some railing changes.
Static versions of deployable prefabs added and replaced in scene. LOD3 of food market shell rebaked. Aircon with no bottom fixed.
LODs, prefab, collision for food barge checkout counter
Supplies barge store LODs and collision. Enabled GPU instancing on some mats.
Set dressing supplies barge
floating city generic container 2
Set dressing work from supplies barge
Replaced blockout containers on supplies barge with generic floating city treatment container. Added static shelves prefab variant.
Set dressing supplies barge VERY WIP
deleting annoying name conflicts
First pass WIP supplies shop structure
Prefabbed supplies barge for working on
merge from floating cities into medical bay props subbranch to get everything up to date
Food market barge - Replaced various placeholder world models with new static versions. Reduced AO on food market boxes. Removed bridge blockers from bar area.
Medical bay container collision
medical bay container LODs
First pass medical bay container shell plus materials
Renamed all of the floating city container materials to be more standardised
Turned shadow casting off floating walkway kits to improve perf
Fixed clipping issue with life ring