branchrust_reboot/main/apartment_complex_monumentcancel
1,024 Commits over 181 Days - 0.24cph!
Polish to large apartment FBXs, bit more set dressing in prefab
re exported a bunch of assets, fixed some holes. Submitting for LOD tests (can't get it to work properly on my machine)
Set dressing in large apartment
Renamed edge decals textures
Stray meta files
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Communal areas progress and some new textures
merge from main -> apartment_complex_monument
Fixed missing face from Rentable Shop F exterior
some set dressing/foliage polish in playground area
killing more shadow casters, disabled shadow casting corridor interior
killing more shadow casters, disabled shadow casting on a dozen of pointlights
apartment shadow casters and proxy optimizations
Add "rentallrooms" to see performance impact of fully loaded apartment monument
merge from main -> apartment_complex_monument
First pass of rotten trim blends for apartments
fixed a bunch of prefabs with double mesh lod script dancing around
killed shadows on some facade clutter
small apartment art, collision
custom shadow proxies for apartment block building exterior
removed meshcull scripts from newly added shadow proxies as it messes with them at runtime
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Fix interior apartment doors showing the room number on the door when they weren't the front foor of the apartment
Fix apartment doors having a TMP submesh inside causing errors at runtime
kiosks and accessories shadow pass (might need to revisit to tweak casters if artifacts/acne)
first large pass on shadow proxies and shadows disable across monument, apartment complex B and a bunch of props, road and floor prefabs
fixed apartment_b_concrete_mixed_slab
Rejigged rentable shops so that interior and exterior are their own prefabs. Removed colliders and entity scripts for props inside. Removed obsolete decal mesh from large apartment prefab.
apartment corridor update
Collision for large apartment
some more set dressing, some foliage culling around the marketplace to aerate a bit
material tweaks to sign
Prefabbed up larged apartment parts for nesting and replaced over meshes in main prefab. Baked LODs for large apartment parts, plus LOD setup (transitions need testing once my play mode works)
Update the apartment door prefabs inside the apartments
- set small, medium & large to different door prefabs to confirm they work (unsure how final art is intended to look)
Add text mesh to the apartment door prefabs (functional prototype, not pretty)
Regenerate font with all characters
Show room numbers on doors as text instead of the placeholder LCD screens above the doors
Add dripping font for the apartment door numbers
Add culling sphere component to the apartments
Add culling support for apartment furniture
- start with large spheres around each apartment
- add extra check if the player is inside the apartment to handle corners of the apartment the culling sphere doesn't reach
Reconnect apartment doors to apartment prefabs
Put apartment elevator at the end of the wing
- add extra floor for basement
- split apartment floors into their own prefabs
Duplicated second elevator in reception area
Apartment elevator now functional
fixed renderer batch on medium apartment
increased monument radius slightly as that caused some issues inserting in procmap
fixed bunch of topology/splat leftovers
apartment complex S2P
fixed carpark_e LOD2 not displaying the right baked material/UVs
Split out mezzanine and bathroom from penthouse FBX to reduce mat ID count on one mesh. Renamed loft board material.