branchrust_reboot/main/naval_update/floating_citiescancel
646 Commits over 153 Days - 0.18cph!
Fixed broken material on roof_support_a_end
Added culling volume to casino interior lights
Reduced number of point light on all string lights prefabs
Cleaned up the lighting setup in the casino and setup Light At Time groups
Disabled shadow casting on all casino light except one
Static prefabs for trophies used in the casino
CH47 rusty material variant to better match the rest of the environment
Various minor tweaks
disabling shadow casting on prefabs
shadowcasting overrides on supplies barge set dressing
disabling shadow casting on prefabs
shadowcasting overrides on medical barge set dressing
disabling shadow casting on prefabs
shadowcasting overrides on food barge set dressing
disabling shadow casting on prefabs
shadowcasting overrides on farm barge set dressing
disabling shadow casting on prefabs
added static camera prefab version
foor barge hierarchy and groups refactor
reducing popping due to culling volumes
cleared double rendererbatch scripts on some prefabs
improving culling selection on farm barge for reduced popping
improving culling selection on medical barge for reduced popping
improving culling selection on supplies and prison barge for reduced popping
rebuilt static CH47 prefab to get rid of skinnedMesh renderers in favor of regular mesh renderers, removed bone hierarchy and add the visually damaged blades to it, made LODs for blades
Removed obsolete tags from floating walkway kits
reduced visible distance for casino indoor props, but took out some props to draw further to reduce popping
raised interior culling volume because we should not see the interior furniture at street level (+1k batches otherwise)
added a regular props_culled culling group for props on the outside to cull like other barges
re-organised prefab categories to be in line with other barges hierarchies
added some polygon surfaces inside the casino floors to help with automatic culling of objects below
Casino structure prefabs: ensured world layer on mesh object
converted renderers to use MeshLOD when possible
RendererBatch added where it makes sense
Draw distance pass to ensure pickup by HLOD, reduced draw distance on smaller elements of the building
floating_city_casino signs prefabs layers, missing mesh cull
Made a visual only version of the chicken, spawning fully AI driven chickens to sit in a cage is pointless
S2P floating city 1+2+3
Replaced mesh cull with rendererLOD on casino barge decks
Casino remaining LODs
CH47 static variant prefab
Casino prefab fixes
Rejigged LODs in mannequin variants
Set-up some prefab variants of mannequin for set dressing, replaced placeholder in supplies barge.
floating city 2 HLOD rebake, s2p
Set dressing polish and some boosted bounce lighting in floating city 3
Fixed barge surfaces not being picked up by HLOD (except casino). Rebaked HLOD in floating city 1 and 3.
added an elevator shaft to the casino roof in FC4
standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
raised security tower cover
removed Deferred Mesh Decal script from mesh object parent
removed double LODing method on prefab causing errors
supply signs lods, collision
Casino LOD/COL/Prefab progress
HLOD and s2p for floating city 3
made queue barriers R/W for batching
tweaks to fluorescent lights type e prefabs drawing distances, added a culling distance as they drew forever
New chainlink monument door (npc only and player compatible)
Add placeholder conversation for farm access, charges scrap for now (temp)
When a door is opened by an NPC in a conversation it will then be closed after 5s
Fixed prevent building volumes on static minecart and railroad planter
Removed sockets from new static seating entities
Casino dressing progress
Exterior dressing, neon signs, bar area, lighting pass
updating the colliders for the diy hammock
Removed floating behaviour from floating walkway chunk. Added ladder volumes to floating city 3.
Fixed LOD materials on farm barge tarps
Static versions of boogie board, paddle, etc. Replaced deployable proxies in scene and food market barge prefab with static versions.
Casino dressing exterior dressing progress
Tweaked kitchen set texture to fix metallic/gloss values