branchrust_reboot/main/naval_update/floating_citiescancel
695 Commits over 214 Days - 0.14cph!
Adjusted ladder volumes on FC 1, 2, and 3. Full ladder pass on FC4. S2P on all FCs.
Heavily simplified food market barge (top section) collision
Fixed missing door collision on bottom of food market containers. Simplified collision mesh overall.
Fixed mounting issues on sofa in the casino
Optimized improvised walkway LOD2 meshes (support variants only)
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
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
Scene2prefab on all floating cities
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
Optimized several light prefabs used in the casino / reduced number of bounce lights they use
Optmizied remaining improvised walkway colliders
Optimized improvised walkway colliders
Fixed blank picture frame in casino not culling at all
Fixed parasol on casino deck not culling at all
Merge from parent
Had conflicts on all city scenes and casino barge prefab, seemed to resolve automatically
Fixed z flickering in casino barge
Replaced mesh colliders with box colliders on a bunch of improvised walkway modules / mostly on completely solid variants like floors, walls, etc.
removed float on prison barge
Floating walkways - Fixed incorrect mesh in one of small plastic pieces. Simplified mesh colliders of remaining kit pieces.
Simplified collision on some floating walkway pieces, switched to box colliders
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.
improvised_walkway_railing_wood_150x150_corner LODs and collider meshes
Disabled wind on tarp_static_blue material
Removed a pile of trash bags inside the casino barge, wasn't visible
Culling volume NRE fix
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
Added prevent movement volumes to the casino above the big wheel room to stop players from getting to inaccessible areas
Floating cities scene2prefab
sea netting textures added
Fixed death screen fade not working correctly in deep sea
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
FCs S2P for all recent fixes
Update to crockery textures
fixed boombox.static causing errors in conjunction with culling volumes
now uses meshlod and a shadowproxy as it is an expensive object
static speargun prefab cleanup
removed renderer batch on compound bow placed on non lodgroup type object
gun display rack weapons wont cast shadows
Fixed some missing farm access dialogue
Disable the disco ball light emitters entirely with a tight LOD range, saves around 200k triangles, 300 shadow casters and a few hundred batches
Added more ladders in the spots (FC1/FC2) suggested by QA