SKIPJACK

SKIPJACK

Developer



Chaos, I do it for the Lulz.

Posts: 142



#8329

1 year 6 months ago 1 year 6 months ago Internal Updates:



1. Updated to the latest version of Unity (2018.3.8f1).

2. Massive mesh updates and optimizations on the current map:

- Road

- Lots

- Terrain

- Parking

3. Updated all foliage prefabs:

- Updated all LODs.

- Added proper layer settings.

- Optimized shadow rendering.

- Removed collision from distance trees when the client a players and not the physics server.

- Removed shadows from all bushes and hedges; couldn't really see them anyway.

4. Huge reorganization of the shared Textures, Materials, and Models directory for San Cielo

- Deleted many materials and textures that the level design contractor deemed unnecessary.

- Organized all textures into a a directory pattern that facilitate better rapid traversal.

5. Updated all the new road meshes and prefabs being used for the new map.

6. Updated the in-editor modeling application:

- Deleted the old editor content that is no longer used.

7. Updated the Startup_Login_UI prefab:

- Added more body and face slider.

- Added new hooks for the Steam. Workshop and Steam Marketplace systems.

- Added new art to many of the content elements.

- Added the new storefront system and elements.

- Added sprites for the money bags pet.

- Updated the name input field and move the camera closer to the character model so players see a bit more detail in their initial preview

8. Updated the HUDCanvas prefab

- Updated the Crafting Window object; updated the art and fixed some layout elements.

9. Updated the GorgonCamera prefab:

- Transitioned from Unity's expensive SSAO shader to Amplified Occlusion's far lighter shader.

- Updated the San Cielo post-effect profile to disable the old settings.

10. Updated the LocalPlayer prefab

- Removed the Reflection Probe object and made it an element of the worldspace.

11. Updated the AreaConfig prefab

- Forced everything on the "Default" world layer to always break on load while receiving the report from the debugger.

- Set the distance rendering on all foliage to ensure even the billboards fade when you reach a far enough distance.

12. Updated the AreaSanCielo scene:

- Updated many environment meshes.

- Added the new optimized meshes and prefabs.

- Deleted some old objects that were being used for testing rendering.

- Rebuilt lightmapping to a much lower resolution bring the current Skyeline RAM requirement down to 700MB.

13. Updated the Setup_Characters scene:

- Added the new NPC outfits.

- Updated the blink functionality on the male and female base prefabs so the weird twitch eye thing should happen anymore in the chargen; for some reason it still happens to Paramount's model, but will investigate more soon, for now Para; keep your helmet on.

14. Updated the Startup and Startup_Local scenes:

- Updated a few scene elements.

15. Added more outfit customizations.

16. Added more external content into the Content directory.

17. Updated the server binaries:

- Added new marketplace and investor reward modifications.

18. Updated the Skyeline monument.

19. Added a new version of the sci-fi sidewalk texture.

- The original remains as long as we have the test environment in the live game.