branchrust_reboot/main/naval_update/floating_citiescancel
695 Commits over 214 Days - 0.14cph!
Floating city S2P, fixes a OOB error with static water catcher
tweaking light int and radius, killing shadows
checking in floating city 2
initial lighting pass on security prison barge
Forgot to hook LOD3 up in prerfab whoops
LOD3s for casino elevator
initial lighting pass on medical barge
initial lighting pass on farm barge
initial lighting pass on sec tower, supply barge, food barge
Added dilapidated elevator to casino barge. Updated manifest.
lighting pass on floating walkways docks
spacing out light sources more evenly on floating walkways prefabs
String liights / added fill lights and tweaked string_light_300_a
Moved static driftwood out of autospawn folder to fix log spam
prison barge, environment volumes polish
food barge, environment volumes polish
medical barge, environment volumes polish
supplies barge, simplified environment volumes down to 3
string lights red and green materials
bunch of lighting on barges and docks
tweaks to culling distance to several prefabs
basic HLOD setup for floating cities, S2P - will improve the brew in further iterations
swapped mountable chairs left on all barges
swapped mountable chairs on floating docks
cleared flow on the supply barge middle area a bit for easier traversal
some polish on small security tower set dressing
medical barge set dressing polish
security prison barge set dressing polish
Fixed bucket container_a prefab
Added lights to one of the string lights as a test
Casino mesh changes
Nephorlepis static prefabs
Flourescent_e light prefabs
Added triple_light prefab with built in lights
Sand_pile_a prefab and model
Casino interior dressing progress
Restored deep sea floating city prefab
Moved floating city prefab out of autospawn, so it doesnt spawn with procgen
more floating walkways work on set dressing
refining floating_city_2 layout
Connected both water catchers to the water barrel in the farm barge
more floating walkways work on set dressing
floating_city_floating_walkways_B set dressing cleanup (floating and colliding objects)
fixed power_generator_c prefab collision being too small, used a box instead of mesh as that suits
Fixed mess table static prefab not being mountable
Removed MonumentInfo component from floating city 1 and 2 scenes
supplies barge set dressing cleanup (floating and colliding objects), reduced size of ladder volumes
swapped the surface for the painted one
casino sign mesh and textures
supplies sign textures
fluorescent light e for casino
bargesurface medical added (painted verison)
food barge set dressing cleanup (floating and colliding objects), reduced size of ladder volumes
fixed shortcut around the farm fence, set dressing cleanup (floating and colliding objects)
improved flow on floating_city_floating_walkways_B