branchrust_reboot/main/naval_update/floating_citiescancel

646 Commits over 153 Days - 0.18cph!

10 Days Ago
Removed colliders from floor rugs and tarps
10 Days Ago
merge from naval_update
10 Days Ago
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.
11 Days Ago
Fixed smoke grenade scale and food vendor arm clipping (playtest feedback). Some more material reduction on floating walkway kit pieces
11 Days Ago
bug fixes and seagulls added
11 Days Ago
Material reduction and optimisation in some floating walkway kit pieces
11 Days Ago
Removed extra obsolete LODgroup from mannequin prefabs
11 Days Ago
Fixed broken LODgroup references in mannequin prefabs due to hierarchy change
12 Days Ago
Removed gibbable script from barricade stones in casino barge
12 Days Ago
Removed entity scripts from ocean_buoy_static since they didn't float anyway and should save some performance Scene2prefab
12 Days Ago
Merged mannequin changes branch into floating cities
12 Days Ago
Material ID reduction on some floating walkway pieces
12 Days Ago
Floating city 3 / replaced redundant entities / scene2prefab
12 Days Ago
Shortened bird poo decal effect. Cabin no longer enterable
12 Days Ago
Replaced redundant entities with props in all floating city barges and walkway prefabs Created a prop version of the electric furnace prefab
12 Days Ago
Disable MarkAttackerHostile on two more entities
12 Days Ago
Fixed broken towel lods and floating props in casino
12 Days Ago
Fixed error with towel LOD materials
12 Days Ago
S2P on FC3 to incorporate new HLOD changes
12 Days Ago
Regenerated FC3 HLOD from scratch to remove weird stacking error
12 Days Ago
Adjusted LODs of mannequins to reduce early culling, and also adjusted clothing LODs to transition at same time as base mannequin
12 Days Ago
S2P FC 1,2,3
12 Days Ago
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
12 Days Ago
Merge from parent (directory conflict for small_boat_crane, discarded the delete as it seems like this mesh is used on floating_city_3)
13 Days Ago
Disabled shadow casting on casino ropes
13 Days Ago
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.
13 Days Ago
Static string lights optimization / made them all one material and enabled batching
13 Days Ago
Small boat crane prop LODs and COL, prefab setup
13 Days Ago
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
13 Days Ago
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
13 Days Ago
more bug fixes on level
13 Days Ago
prop fixes
13 Days Ago
floating city 4 bug fixes
13 Days Ago
Walkway optimization / reduced LOD distances, made some modules cull faster, disabled shadowcasting on some small modules where it made sense
13 Days Ago
Moved farm vendors up to prevent clipping through floor
13 Days Ago
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
13 Days Ago
Disable MarkAttackerHostile on 20 static entitites found in floating cities
13 Days Ago
Added generic terrain to FC4 Added baked shore vectors Move the boat vendor on the pier Setup an HLOD for the scene
13 Days Ago
Improved shore vectors on FC1,2,3 Removed access to casino top floor from barge in FC2 Updated HLODs on FC2,3
13 Days Ago
Don't allow players to interact with growable plants in the floating city if they haven't purchased access to the farm
13 Days Ago
Fixed negative box collider size on casino barge culling volumes Added new floating city map marker S2P FC 1,2,3
13 Days Ago
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
13 Days Ago
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
13 Days Ago
Merge from parent
16 Days Ago
Floating city 1 2 3 scene2prefab
16 Days Ago
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
16 Days Ago
Raised height of weapons vendor due to legs clipping (supplies barge)
16 Days Ago
Small boat crane (LODs and COL pending)
16 Days Ago
Reverted landmark info component added to floating city, we won't use that for the map markers S2P floating city 1 2 3
17 Days Ago
Small tweak to string lights / removed opacity from LOD2 and lowered its swap distance to 10m which helps reduce set pass by a lot