branchrust_reboot/main/naval_update/floating_citiescancel
646 Commits over 153 Days - 0.18cph!
Added more ladders in the spots (FC1/FC2) suggested by QA
Final optimisation on floating walkway pieces
fixed static tarp materials having wind enabled
material simplifications on temperate_portacabin_building_300_600
farm kiosk adjusted proxy for less shadow acne
fixed floating light posts in FC3 +S2P
fixed materials being inconcistent on Ocean Buoy Static, creating popping when LODing
shadow proxy mesh for smallOceanWreckBuoy
converted dilapidated elevator to use point lights with cookies instead of a shadow casting spotlight. Being in the middle of the casino it cannot be afforded, shadow cost too high with the light range it needed too look good.
More optimisation and geo reduction to floating walkway kit pieces (ongoing WIP)
Fixed mission giver NPC position in FC3 and 4
S2P all FCs
fixed paddling pool static and its water plane not culling
adjustments to culling distances of following static entities art: boombox, blackjack table, bandit sentry (also uses single drawcall AK47 now instead of 4 mats world model), recycler, slot machine, spinner big wheel, playing card tables
ridiculous spinner wheel dropbox drawing distances fixed
arcade machine static, bunch of optims
FC barge 3600/4200 shadow proxies
disabled shadow casting on some outliers from floating walkways set prefabs
material color tweak to better track the unoptimised original look
fixed interior props cull group being disabled (was temporary)
tweaked sec tower LOD3 alpha cutout
enabled LightGroupAtTime on barges
distance tweaks to lift
killed shadows on sec tower spotlights
security tower a lod3 baked now
More work on floating walkway optimisation. Flipped normal map of plastics B
Adjust floating city mission provider transform on Casino Barge
Run S2P for floating city scenes
Moved food market vendor further back. More geo reduction to floating walkway piece.
S2P and rebaked HLODs for FC 1-4
shadow proxies for prison and sec tower
More geo reduction and hole removal on floating walkway kit pieces (WIP)
shadow proxies for meshes with over 1 material in FCs
Removing holes from floating walkway kit pieces to optimise geo (WIP)
Added generic crockery props to project
trimming on FC4, FC2
S2P FCs
fixed incorrect material definitions block on a walkway prefab
fat trimming casino barge set dressing on the ground floor
Reducing per pixel complexity on FC materials - pass 2
Reducing per pixel complexity on FC materials - pass one of a few
Trimming the fat on the floating walkways set dressing in FC3
FC3 S2P
fixed condenser tanks draw distances being too big
fixed ocean_buoy_static not culling
reduced culling distance on a static rug prefab, enabled batching
added meshCull on a single fish prop that wasn't culling
reduced draw distance on a cardboard crate drawing way too far, enabled batching
wall.frame.cell_static now culls, was relying on building blocks setup which doesnt
some individual LOD distance overrides on barge props
fixed ridiculous draw distance on worklight triple prefab, objects were not culling
fixed ridiculous draw distance on pipewrench
Replaced boat crane meshes with proper prefab assets. S2P on FC3
Missed some floating walkway commits
Adjusted tarp alpha cutoff settings to get red of shadow flickering issues
Updated HLODs for FC 2,3 and 4
More material reduction (case by case basis) on floating walkway kit pieces
Added a new option to CullingVolume - AllowOnEntities
Since floating cities are being parented to an entity they were ignoring all of the attached renderers as they are all techincally parented to an entity (it's just above the culling voluome in the hierarchy)
This is off by default as if it was used on an actual entity it could have some unintended side effects
Enabled on all of the floating city volumes, S2P all cities
Fixed Deployable boom box readonly ListHashSet not getting included in ResetStaticFields
Generated new HLOD for floating city 1
Added scene2prefab tags to casino and floating walkways to make sure they get picked up by the HLOD generator
Added prevent movement volumes to casino garbage piles near the bar
Added prevent movement volumes to casino windows as a failsafe to prevent players from trying to get in through the windows
Reduced material IDs in farm kios by 3. Changed farm sign to standalone asset.
Scene2prefab on all fc variants
Simplified casino culling volume setup using custom mesh collider trigger
Fixed floating/clipping objects in FC3 and S2P. Reverted bench seat sitting positions.