branchrust_reboot/main/naval_update/floating_citiescancel

695 Commits over 214 Days - 0.14cph!

2 Months Ago
floating city 2, fixing some set dressing that broke as barge prefabs changed
2 Months Ago
Casino barge exterior dressing progress
2 Months Ago
floating city 4 update
2 Months Ago
prison barge - tweaks to culled groups
2 Months Ago
Casino barge dressing progress Culling volume first pass
2 Months Ago
WIP submit of floating city variant 3
2 Months Ago
tweaks to mannequin draw distances via lodgroup
2 Months Ago
draw distance tweaks to legs and barges, was displaying baked lod a little early layer change on barge ground surfaces >world
2 Months Ago
setup culling volumes for oilrig legs tops props and bottom floating debris
2 Months Ago
Removed tarp from plywood_e and added a plywood_f prefab
2 Months Ago
Reapply placeholder mission things to floating city, applied to Casino Barge prefab Run S2P
2 Months Ago
supplies barge culling volumes for props
2 Months Ago
fixed tarp material override order on security tower tarps
2 Months Ago
med bay barge culling volumes for props
2 Months Ago
removed unused scripts on hanging tarp prefabs
3 Months Ago
Casino upper floor dressing progress Fixed roof_flat_300x300_b Plywood variant for bar tables
3 Months Ago
Continued work to floating city 3 (still WIP) - floating walkway set dressing
3 Months Ago
Added prevent movement colliders to all walkway floor meshes to smoothen out moving around
3 Months Ago
Roof net mesh and prefab setup
3 Months Ago
Hanging tarp 350_a LOD/COL/Prefab
3 Months Ago
food barge and floating piers culling volumes for props
3 Months Ago
Improvised walkways LODs/COL/Prefab setup Enabled batching and R/W on all improvised walkway meshes
3 Months Ago
farm barge culling volumes for props, full refactor of prefab groups
3 Months Ago
commit of annoying material list that keep modifying until committed
3 Months Ago
prison barge culling volumes for props
3 Months Ago
Submitting progress on floating city 3 (still WIP)
3 Months Ago
prefab LOD distance tweaks some deletes of prefabs we don't use anymore
3 Months Ago
prefab LOD distance tweaks re-factored oilrig leg prefabs to share a same nested prefab for the art
3 Months Ago
S2P floating city 1 and 2
3 Months Ago
merge from naval_update
3 Months Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
3 Months Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
3 Months Ago
Added armor parts to the mannequin
3 Months Ago
All mannequin parts, prefab tweak and added clothes
3 Months Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
3 Months Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
3 Months Ago
Enabled r/w on renderer batch of floating walkways
3 Months Ago
renderer batch enabled on zipline props set (small planks, etc) reduced culling distance
3 Months Ago
First pass floating city variant 3 (walkways and flow still WIP)
3 Months Ago
Mannequin parts
3 Months Ago
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
3 Months Ago
floating city4
3 Months Ago
Mannequin Setup
3 Months Ago
tarp fixes and added new variations
3 Months Ago
Improvised walkway LOD/COL/Prefab progress
3 Months Ago
commit of annoying material list that keep modifying until committed
3 Months Ago
FC2 scene to prefab
3 Months Ago
disabling lightgroupattime throughout for now
3 Months Ago
commit of annoying material list that keep modifying until committed
3 Months Ago
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