branchrust_reboot/main/oil_rigcancel
244 Commits over 151 Days - 0.07cph!
Fixed LightGroupAtTime disabling volumetric beams directly, to only adjust alpha
LOD, renderer, collider and foliage grids extent beyond terrain size to support offshore stuff
Added monument offshore placement logic (used by oil rigs)
Added invert culling toggle to culling volume
Cargoship light bleeding issues.
Fixed invisible light occludees when not bound to a culling volume
Ship spotlight flares actually work.
Ship flare mat render queue doesn't conflict with window mats.
Ship cargohold light fixtures set to dynamic LOD.
Few things into shared bundle.
Added optional occludee root override to culling volume
Added tooltips to culling volume properties
Defaulted light occludee default culling volume visibility to false
Updated scene to reflect changes to volumes (easier to use)
Fixed NRE in light occludee
Culling volume now adds collider to GO only if none exists (testing)
Added light occludee interop w/ culling volume
Final cargohold sans occlusion trigger zones.
More ship stuff.
CraggyIsland.Naval for Diogo.
Cargoship improvements WIP
Squeezing more perf out of the big rig.
Occlusion pass on the big one
Light occludees.
Cleanup.
Proplights into shared content bundle.