branchrust_reboot/main/naval_update/floating_citiescancel
695 Commits over 214 Days - 0.14cph!
floating city 2, fixing some set dressing that broke as barge prefabs changed
Casino barge exterior dressing progress
prison barge - tweaks to culled groups
Casino barge dressing progress
Culling volume first pass
WIP submit of floating city variant 3
tweaks to mannequin draw distances via lodgroup
draw distance tweaks to legs and barges, was displaying baked lod a little early
layer change on barge ground surfaces >world
setup culling volumes for oilrig legs tops props and bottom floating debris
Removed tarp from plywood_e and added a plywood_f prefab
Reapply placeholder mission things to floating city, applied to Casino Barge prefab
Run S2P
supplies barge culling volumes for props
fixed tarp material override order on security tower tarps
med bay barge culling volumes for props
removed unused scripts on hanging tarp prefabs
Casino upper floor dressing progress
Fixed roof_flat_300x300_b
Plywood variant for bar tables
Continued work to floating city 3 (still WIP) - floating walkway set dressing
Added prevent movement colliders to all walkway floor meshes to smoothen out moving around
Roof net mesh and prefab setup
Hanging tarp 350_a LOD/COL/Prefab
food barge and floating piers culling volumes for props
Improvised walkways LODs/COL/Prefab setup
Enabled batching and R/W on all improvised walkway meshes
farm barge culling volumes for props, full refactor of prefab groups
commit of annoying material list that keep modifying until committed
prison barge culling volumes for props
Submitting progress on floating city 3 (still WIP)
prefab LOD distance tweaks
some deletes of prefabs we don't use anymore
prefab LOD distance tweaks
re-factored oilrig leg prefabs to share a same nested prefab for the art
S2P floating city 1 and 2
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
Added armor parts to the mannequin
All mannequin parts, prefab tweak and added clothes
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
Enabled r/w on renderer batch of floating walkways
renderer batch enabled on zipline props set (small planks, etc) reduced culling distance
First pass floating city variant 3 (walkways and flow still WIP)
added ziplines and rope ladder to floating city 4 layout to provide easy and quick way down the casino
reduced ziplines slack value, 4 was too high for most conditions
tarp fixes and added new variations
Improvised walkway LOD/COL/Prefab progress
commit of annoying material list that keep modifying until committed
disabling lightgroupattime throughout for now
commit of annoying material list that keep modifying until committed
carrying on with lighting pass, fill lights for bespoke segments throughout floating city 2
added some dim fill lights to bridge prefabs to accelerate lighting throughout levels wherever they are