branchrust_reboot/main/naval_update/floating_citiescancel
379 Commits over 123 Days - 0.13cph!
String liights / added fill lights and tweaked string_light_300_a
Moved static driftwood out of autospawn folder to fix log spam
prison barge, environment volumes polish
food barge, environment volumes polish
medical barge, environment volumes polish
supplies barge, simplified environment volumes down to 3
string lights red and green materials
bunch of lighting on barges and docks
tweaks to culling distance to several prefabs
basic HLOD setup for floating cities, S2P - will improve the brew in further iterations
swapped mountable chairs left on all barges
swapped mountable chairs on floating docks
cleared flow on the supply barge middle area a bit for easier traversal
some polish on small security tower set dressing
medical barge set dressing polish
security prison barge set dressing polish
Fixed bucket container_a prefab
Added lights to one of the string lights as a test
Casino mesh changes
Nephorlepis static prefabs
Flourescent_e light prefabs
Added triple_light prefab with built in lights
Sand_pile_a prefab and model
Casino interior dressing progress
Restored deep sea floating city prefab
Moved floating city prefab out of autospawn, so it doesnt spawn with procgen
more floating walkways work on set dressing
refining floating_city_2 layout
Connected both water catchers to the water barrel in the farm barge
more floating walkways work on set dressing
floating_city_floating_walkways_B set dressing cleanup (floating and colliding objects)
fixed power_generator_c prefab collision being too small, used a box instead of mesh as that suits
Fixed mess table static prefab not being mountable
Removed MonumentInfo component from floating city 1 and 2 scenes
supplies barge set dressing cleanup (floating and colliding objects), reduced size of ladder volumes
swapped the surface for the painted one
casino sign mesh and textures
supplies sign textures
fluorescent light e for casino
bargesurface medical added (painted verison)
food barge set dressing cleanup (floating and colliding objects), reduced size of ladder volumes
fixed shortcut around the farm fence, set dressing cleanup (floating and colliding objects)
improved flow on floating_city_floating_walkways_B
floating city 2 flow polish, better connection to casino barge
halved vertex AO intensity on chicken cages (material)
moved interactive prefabs and NPC vendors into their specific barge prefabs
removed the vertex stream rebuilder script from the prefab object in floating_city
S2P
Proper model for improvised_walkway_roof_tarp_300x600_a
Added mannequin Male and Female
Fixed medical bay props to reduce LOD distances and assign to world layer. Minor set dressing tweaks in food market barge, and recolouring dirt piles to match barge surface
Missing faces fixed on lobster trap LOD1. Fixed some zfighting and missing internal faces on top food market structure.
Mountable version of static beach chair added and replaced proxy versions in floating city. Updated manifest.
Improved traversal up floating stairways
Redid manifest update after merge
Floating city casino progress / finalized LOD0
Split the casino into multiple objects and setup prefabs for them
Updated casino barge
Casino mesh progress
Prefab update
More mountable static props added (WIP). Rejigged floating walkway stairs collision to be more easibly ascendable from the water.
Added mountable versions of seats and replaced static ones in floating city (WIP)