branchrust_reboot/main/naval_update/floating_citiescancel
646 Commits over 153 Days - 0.18cph!
Removed colliders from floor rugs and tarps
Turned off sRGB on some floating cities related AO textures, downsized some maps that didn't need to be 2k. Removed obsolete temp textures. Added some ladders around FC1 and FC2 to improve water exit. Removed a few chairs from floating walkways and barges to help with perf. Ran S2P on FC1 and FC2.
Fixed smoke grenade scale and food vendor arm clipping (playtest feedback). Some more material reduction on floating walkway kit pieces
bug fixes and seagulls added
Material reduction and optimisation in some floating walkway kit pieces
Removed extra obsolete LODgroup from mannequin prefabs
Fixed broken LODgroup references in mannequin prefabs due to hierarchy change
Removed gibbable script from barricade stones in casino barge
Removed entity scripts from ocean_buoy_static since they didn't float anyway and should save some performance
Scene2prefab
Merged mannequin changes branch into floating cities
Material ID reduction on some floating walkway pieces
Floating city 3 / replaced redundant entities / scene2prefab
Shortened bird poo decal effect. Cabin no longer enterable
Replaced redundant entities with props in all floating city barges and walkway prefabs
Created a prop version of the electric furnace prefab
Disable MarkAttackerHostile on two more entities
Fixed broken towel lods and floating props in casino
Fixed error with towel LOD materials
S2P on FC3 to incorporate new HLOD changes
Regenerated FC3 HLOD from scratch to remove weird stacking error
Adjusted LODs of mannequins to reduce early culling, and also adjusted clothing LODs to transition at same time as base mannequin
Added a new type of door that can be opened by dialogue but can also be opened by players when on the other side of door
Solves players getting trapped for eternity in the floating city farm
Merge from parent (directory conflict for small_boat_crane, discarded the delete as it seems like this mesh is used on floating_city_3)
Disabled shadow casting on casino ropes
Improvised walkway set optimization. Reduced materials across several objects that used multiple material. On average each of those has been reduced by 1 material per object.
Static string lights optimization / made them all one material and enabled batching
Small boat crane prop LODs and COL, prefab setup
Optimized lanter.static prefab used in monuments and floating city. Disabled shadow casting on the light and created a new opaque material for the glass
Disabled all shadow casting lights inside the medical bay tent to help with flickering tarp shadows
Removed shadow casting from the static lantern via override in the medical bay tent
Fixed a few small bugs in the medical bay
floating city 4 bug fixes
Walkway optimization / reduced LOD distances, made some modules cull faster, disabled shadowcasting on some small modules where it made sense
Moved farm vendors up to prevent clipping through floor
Fixed zfighting planks in supplies barge. Fixed floating cloth and some prop alignment in FC2 and ran S2P. Added wheel to small refinery; both deployed and static version
Disable MarkAttackerHostile on 20 static entitites found in floating cities
Added generic terrain to FC4
Added baked shore vectors
Move the boat vendor on the pier
Setup an HLOD for the scene
Improved shore vectors on FC1,2,3
Removed access to casino top floor from barge in FC2
Updated HLODs on FC2,3
Don't allow players to interact with growable plants in the floating city if they haven't purchased access to the farm
Fixed negative box collider size on casino barge culling volumes
Added new floating city map marker
S2P FC 1,2,3
Mark LightOccludee as IClientComponent, removes ~1400 unused transforms on the server when loading a floating city
Add new ClientStubComponent - an empty client only component that will stop a hierarchy being stripped but will still allow stripping to occur on the server
Fix mannequins not rendering when spawned on floating city entity (apply ClientStubComponent to entire bone hierarchy)
S2P FC 1,2,3
Added support for CullingVolume to disable LODGroups (optional, see IncludeLodGroup on component)
Enabled on Supplies barge so that skinned meshes are disabled
Fixed S2P flattening applying to children of CullingVolume, this was stopping CullingVolumes working entirely as they rely on the hierarchy
Remove Poolable component on supplies barge clothing
S2P FC 1
Floating city 1 2 3 scene2prefab
Revamped the culling volume setup for the casino interior to improve performance / casino interior will only render when entering through the elevator
Added fake curtains to block off the interior when peeking from outside
Various other tweaks and fixes
Raised height of weapons vendor due to legs clipping (supplies barge)
Small boat crane (LODs and COL pending)
Reverted landmark info component added to floating city, we won't use that for the map markers
S2P floating city 1 2 3
Small tweak to string lights / removed opacity from LOD2 and lowered its swap distance to 10m which helps reduce set pass by a lot