branchrust_reboot/main/naval_update/floating_citiescancel

696 Commits over 214 Days - 0.14cph!

19 Days Ago
added slope collision on security barge
32 Days Ago
bug fixes
38 Days Ago
Adjusted ladder volumes on FC 1, 2, and 3. Full ladder pass on FC4. S2P on all FCs.
38 Days Ago
Heavily simplified food market barge (top section) collision
38 Days Ago
Fixed missing door collision on bottom of food market containers. Simplified collision mesh overall.
38 Days Ago
Merge from parent
39 Days Ago
Scene2prefab
39 Days Ago
Fixed mounting issues on sofa in the casino
39 Days Ago
Optimized improvised walkway LOD2 meshes (support variants only)
39 Days Ago
Extra files
39 Days Ago
More agressive LOD distances on improvised walkway set Changed LOD1 from 10 to 5 LOD2 from 25 to 15 Thin supports and railings culling set to 60 from 75
39 Days Ago
Tweaked pivot positions on a bunch of casino elements to make it easier for them to LOD and cull More agressive distances for LOD1 on all casino elements
40 Days Ago
bug fixes
40 Days Ago
Scene2prefab on all floating cities
40 Days Ago
Casino barge optimization / culled the entire exterior of the casino barge when you get inside Split the casino prefab into two, so that bottom half of the casino that you can't see gets culled when you get inside Various lighting optimizations
40 Days Ago
Optimized several light prefabs used in the casino / reduced number of bounce lights they use
41 Days Ago
Optmizied remaining improvised walkway colliders
41 Days Ago
Optimized improvised walkway colliders
41 Days Ago
Fixed blank picture frame in casino not culling at all Fixed parasol on casino deck not culling at all
41 Days Ago
Merge from parent Had conflicts on all city scenes and casino barge prefab, seemed to resolve automatically
44 Days Ago
Fixed z flickering in casino barge
44 Days Ago
Replaced mesh colliders with box colliders on a bunch of improvised walkway modules / mostly on completely solid variants like floors, walls, etc.
45 Days Ago
removed float on prison barge
46 Days Ago
Floating walkways - Fixed incorrect mesh in one of small plastic pieces. Simplified mesh colliders of remaining kit pieces.
46 Days Ago
Simplified collision on some floating walkway pieces, switched to box colliders
46 Days Ago
Increased culling distance of floating walkways. Fixed z-fighting in supplies store. Rotated mannequin sign in supplies store. S2P and HLOD regeneration in FC 1-4 for floating walkway cull changes.
48 Days Ago
improvised_walkway_railing_wood_150x150_corner LODs and collider meshes
48 Days Ago
Disabled wind on tarp_static_blue material
49 Days Ago
Removed a pile of trash bags inside the casino barge, wasn't visible Culling volume NRE fix
49 Days Ago
Fixed floating_walkway_plastic_300x150_a.prefab RendererLOD not hooked up Fixed floating_city_3 central casino barge not using the correct mesh and not rendering in gameplay Added a MeshLOD to improvised_walkway_railing_wood_150x150_corner_a
49 Days Ago
Merge from parent
53 Days Ago
Added prevent movement volumes to the casino above the big wheel room to stop players from getting to inaccessible areas
53 Days Ago
Floating cities scene2prefab
54 Days Ago
sea netting textures added
2 Months Ago
Fixed death screen fade not working correctly in deep sea
2 Months Ago
Fix boat avoid triggers on floating cities not marked as triggers, causing players to get yeeted out of every floating city at high speed Added DynamicSafeZoneArea to floating cities, triggers the hostile top right warning indicator when close to the floating city
2 Months Ago
Merge from parent
2 Months Ago
S2P redo after stomp
2 Months Ago
merge from naval update
2 Months Ago
FCs S2P for all recent fixes
2 Months Ago
Update to crockery textures
2 Months Ago
fixed boombox.static causing errors in conjunction with culling volumes now uses meshlod and a shadowproxy as it is an expensive object
2 Months Ago
static speargun prefab cleanup
2 Months Ago
removed renderer batch on compound bow placed on non lodgroup type object
2 Months Ago
gun display rack weapons wont cast shadows
2 Months Ago
S2P all FC's + HLOD
2 Months Ago
Fixed some missing farm access dialogue
2 Months Ago
Missing file
2 Months Ago
Disable the disco ball light emitters entirely with a tight LOD range, saves around 200k triangles, 300 shadow casters and a few hundred batches
2 Months Ago
Merge from parent