branchrust_reboot/main/naval_update/floating_citiescancel

646 Commits over 153 Days - 0.18cph!

Yesterday
Added more ladders in the spots (FC1/FC2) suggested by QA
Yesterday
Final optimisation on floating walkway pieces
Yesterday
fixed static tarp materials having wind enabled
Yesterday
material simplifications on temperate_portacabin_building_300_600
Yesterday
farm kiosk adjusted proxy for less shadow acne fixed floating light posts in FC3 +S2P
Yesterday
fixed materials being inconcistent on Ocean Buoy Static, creating popping when LODing
Yesterday
shadow proxy mesh for smallOceanWreckBuoy
Yesterday
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.
Yesterday
More optimisation and geo reduction to floating walkway kit pieces (ongoing WIP)
Yesterday
merge from naval update
Yesterday
Fixed mission giver NPC position in FC3 and 4 S2P all FCs
Yesterday
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
Yesterday
FC barge 3600/4200 shadow proxies
Yesterday
disabled shadow casting on some outliers from floating walkways set prefabs
Yesterday
material color tweak to better track the unoptimised original look
Yesterday
fixed interior props cull group being disabled (was temporary)
2 Days Ago
tweaked sec tower LOD3 alpha cutout enabled LightGroupAtTime on barges distance tweaks to lift killed shadows on sec tower spotlights
2 Days Ago
security tower a lod3 baked now
2 Days Ago
More work on floating walkway optimisation. Flipped normal map of plastics B
2 Days Ago
Adjust floating city mission provider transform on Casino Barge Run S2P for floating city scenes
2 Days Ago
Merge from naval_update
2 Days Ago
Moved food market vendor further back. More geo reduction to floating walkway piece.
2 Days Ago
S2P and rebaked HLODs for FC 1-4
2 Days Ago
shadow proxies for prison and sec tower
2 Days Ago
More geo reduction and hole removal on floating walkway kit pieces (WIP)
2 Days Ago
shadow proxies for meshes with over 1 material in FCs
2 Days Ago
Removing holes from floating walkway kit pieces to optimise geo (WIP)
2 Days Ago
Added generic crockery props to project
3 Days Ago
trimming on FC4, FC2 S2P FCs
3 Days Ago
FC3 s2p
3 Days Ago
fixed incorrect material definitions block on a walkway prefab fat trimming casino barge set dressing on the ground floor
3 Days Ago
Reducing per pixel complexity on FC materials - pass 2
3 Days Ago
Reducing per pixel complexity on FC materials - pass one of a few
3 Days Ago
Trimming the fat on the floating walkways set dressing in FC3 FC3 S2P
3 Days Ago
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
3 Days Ago
Replaced boat crane meshes with proper prefab assets. S2P on FC3
4 Days Ago
Missed some floating walkway commits
8 Days Ago
Adjusted tarp alpha cutoff settings to get red of shadow flickering issues
8 Days Ago
Updated HLODs for FC 2,3 and 4
8 Days Ago
More material reduction (case by case basis) on floating walkway kit pieces
9 Days Ago
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
9 Days Ago
Fixed Deployable boom box readonly ListHashSet not getting included in ResetStaticFields
9 Days Ago
Merge from parent
9 Days Ago
Generated new HLOD for floating city 1
9 Days Ago
Added scene2prefab tags to casino and floating walkways to make sure they get picked up by the HLOD generator
9 Days Ago
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
9 Days Ago
Reduced material IDs in farm kios by 3. Changed farm sign to standalone asset.
9 Days Ago
Scene2prefab on all fc variants
9 Days Ago
Simplified casino culling volume setup using custom mesh collider trigger
9 Days Ago
Fixed floating/clipping objects in FC3 and S2P. Reverted bench seat sitting positions.