branchrust_reboot/main/apartment_complex_monumentcancel
1,024 Commits over 181 Days - 0.24cph!
Enabled GPU instancing for a bunch of large apartment materials
More set dressing around the outskirts of the monument
HLOD updated
S2P
Start converting props into a functional apartment complex elevator
merge from main -> apartment_complex_monument
Add button to toggle reflection probe in the editor
- default docks top right of scene view beside the other camera buttons
- fixes bad lag when flying around in scene view
Rename room ids from 3 digits -> 2 digits (305 -> 35)
- 2 digits makes it easier to put the room numbers on doors
Convert stool_a to mountable entity
Shift some small apartment props around too
Shift large furniture props into furniture root so they only spawned when rented
Move all the contents of the medium apartment into furniture so it's only spawned while rented
Convert small apartment props + move new props into "furniture" parent so they only activate when rented
Convert more props from medium apartment into entities
Convert double vanity prop in bathroom
Redo swapping some of props -> entities in small, medium & large apartment
Fix double vanity entity prop positions
medium apartment lod fixes
cobwebs
cockroaches
merge from apartment_complex_monument/prototype -> apartment_complex_monument
merge from main -> apartment_complex_monument
Ripped carpet decals for interior
more terrain height polish and splat painting
pushed set dressing density around the streets and secondary buildings
Added environment volumes for the apartment type B interior corridors
apartment_complex_1 s2p
tweaked central oak for better fit in market place
near final splat painting
Exterior lighting progress & related files
stool A, B , C, D col shape improvements
Fixed missing transparency in apartment interior trims (for steps)
medium apartment collision
plugged the holes in apartment complex LOD2's windows inb4 rebaking LOD from multiple sources
Penthouse apartment edge decals and remaining wall textures
apartment oven, texture tweaks, prefab setup, lods and collision
Fixed transforms on playground assets and prefabbed up
First pass LOD0s and materials for playground assets - still need vertex blends to bed in
fixing some flow issues on the damaged side of the apt building
Adding HLOD to apartment_complex_1
fixing some terrain topos, repainting a proper blend map for terrain
resetting this silly dofexposer asset that saves with local tweaks to camera
removing decorative skull from flat medium as it throws errors
cleaning a bunch of missing references in the level and in project art prefabs
cleared a prop from clipping in basement flat
overgrowth set dressing polish, hiding/pruning foliage where not needed
Fixed some ground slaps on the wrong layer to fix bleed.
Temporarily disabled the embedded string light prefab lights in the apartment lighting prefab so that each one can be positioned and tuned manually.
Hobo barrel prefab tweaks.
More lighting prefab WIP stuff.