branchrust_reboot/main/naval_update/floating_citiescancel
696 Commits over 214 Days - 0.14cph!
improved flow on floating_city_floating_walkways_B
floating city 2 flow polish, better connection to casino barge
halved vertex AO intensity on chicken cages (material)
moved interactive prefabs and NPC vendors into their specific barge prefabs
removed the vertex stream rebuilder script from the prefab object in floating_city
S2P
Proper model for improvised_walkway_roof_tarp_300x600_a
Added mannequin Male and Female
Fixed medical bay props to reduce LOD distances and assign to world layer. Minor set dressing tweaks in food market barge, and recolouring dirt piles to match barge surface
Missing faces fixed on lobster trap LOD1. Fixed some zfighting and missing internal faces on top food market structure.
Mountable version of static beach chair added and replaced proxy versions in floating city. Updated manifest.
Improved traversal up floating stairways
Redid manifest update after merge
Floating city casino progress / finalized LOD0
Split the casino into multiple objects and setup prefabs for them
Updated casino barge
Casino mesh progress
Prefab update
More mountable static props added (WIP). Rejigged floating walkway stairs collision to be more easibly ascendable from the water.
Added mountable versions of seats and replaced static ones in floating city (WIP)
floating city 2 layout polish, better connection to casino barge
floating city 2 layout polish
Medical barge, shifted location of security tower a bit for better flow
Static versions of deployed/world model props, replaced in scene
floating city 2 layout update, connected most barges and piers together
Harmonised plywood across scene, added another plywood variant
decal_birdcraplarge added
security tower lods and collision.
skeletonjail collision.
fender lods converted to meshlod.
created a new material for the junkpiles that can be used on barges
updated farm barge material overrides
Added two new plywood dressing variants for improv walkway kit
floating city 2 initial idea layout
moved the bridges between food and farm barges out of barge prefabs as it is likely to be connected differently in other floating cities
centered pivot of medical barge
Rejigged barge prefabs to centre pivot at origin, fixed transforms in scene. Vert painted barge surfaces on supplies, farm, food market.
added some mannequin prefab variants for poses
centered pivot of security barge and refactored prefab hierarchy. Merged the prison sub prefab into the sec barge prefab as it was a bit redundant
re added skeletonjail prefab
security prison lod distances and bug fixes.
hanging tarp collision fixes.
skeletonjail lods and prefab
floating city save
cleanup of the floating walkways prefabs
split floating walkway prefab into 4 separate ones, updated scene
increased the no build zone to encompass all the level area
Rejiigged hierarchy for barge painting
shifted t1 workbench around
Quick commit before vert painting barges
More dirt added to blue containers
More dirt on food market containers. Alpha added to hanging fish material.
Adding vendor NPCs and recycler, etc. to floating city level
color tweak on floating_walkways_surfaces_a mat