branchrust_reboot/main/naval_update/floating_citiescancel
696 Commits over 214 Days - 0.14cph!
Environment volumes added to supplies barge, falloffs tweaked in farm and supplies. Increased LOD values for floating walkways. New jerrycan coloured variants.
material tweaks to piers of floating city to enhance readability, increase algae look
Increased LOD distances of containers and removed final cull. Removed batching from concrete debris to try prevent flickering.
Refactoring gun displays to use nested prefabs
Floating city scene progress
Swapped smg to static asset in gun display C, also changed LOD groups to meshLODs on gun display assets
Started refactoring gun displays to use static assets instead of world models. Combined static version of ak47 with baked down materials added. Replaced lobster traps in barges.
security tower small fixes
Added missing collision to generic structure container. Set dressing security area of supplies barge.
Casino progress / improved elevator shaft / still basic but already functioning
improvised walkway stairs 450x150 lods.
floating city fender collision and mesh fixes.
added skeletonjail mesh for fun.
oil rig feet prefab variations.
improvised walkway security tower mesh updated, quick collision too.
LODs/COL/Prefab setup for all bridges
Fixed collision issues in medical bay
Set dressing on supplies barge
Casino progress
Medical barge fixes
Fixed broken collider in corrugated_sheet_1x2_c prefab
Created no-seaweed lobster trap prefab
Slight progress on improvised walkways LODs
Static versions of various weapons and tools for supplies/weapons store. Replaced proxy world models in scene. Blue variant of tarp mats. Set dressing on supplies store.
Merge from main and parent
Environment volumes in food and farm barges. Dock light LODs and decal fixes.
Static prop version of sunflower with wind, and swapped out proxy WM versions. Updated manifest with missed planter variant.
Removed combined door from farm kiosk, set up separate prefab and nested. Replaced seed bag props in farm with static versions.
Added static respawnable versions of other planter types - varied up crop spawning. Added static version of water barrel for farm (WIP). Updated manifest file.
Removed collision from tiny tarp D. Replaced shovel and water catcher props with static versions. Added environment volumes to farm barge (not working currently). Static versions of vinyl crates.
security barge lods, collision, bug fixes. new stair prefab added for barge
Fixed pivots on farm barge structure
Static versions of fishing rod and driftwood. Rusty variant of aircon unit. Lowered LOD amounts on some static variants of world models. Fixed pivot of top food market structure. Added ladder volumes in food market prefab + some railing changes.
Static versions of deployable prefabs added and replaced in scene. LOD3 of food market shell rebaked. Aircon with no bottom fixed.
LODs, prefab, collision for food barge checkout counter
Supplies barge store LODs and collision. Enabled GPU instancing on some mats.
Casino progress / better curtains
security tower rename material
Set dressing supplies barge
security prison bug fixes, lods, collision
floating city generic container 2
Casino modelling progress
Organized casino interior objects
Set dressing work from supplies barge
Replaced blockout containers on supplies barge with generic floating city treatment container. Added static shelves prefab variant.
Set dressing supplies barge VERY WIP
Moved casino barge to make gaps between barges larger
Modified casino layout / removed shipping containers
Some modelling progresss on the casino mesh
Moved supplies barge and connecting docks and fixed all bridge connections
deleting annoying name conflicts
First pass WIP supplies shop structure
Prefabbed supplies barge for working on
Food market barge - Replaced various placeholder world models with new static versions. Reduced AO on food market boxes. Removed bridge blockers from bar area.
Medical bay container collision
medical bay container LODs
First pass medical bay container shell plus materials