branchrust_reboot/main/naval_update/floating_citiescancel

697 Commits over 245 Days - 0.12cph!

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