branchrust_reboot/main/rail_network_linkcancel
64 Commits over 123 Days - 0.02cph!
Fixed broken cardboard boxes in the second tunnel entrance
Increased the size of terrain collision triggers near the entrances in an attempt to fix Terrain Violation
Fixed leaking lights in train_tunnel_stop_a_36m
Moved metro map prop in train_tunnel_stop_b_72m because it was overlapping some signs
Fixed bright pixel gaps in tunnel slopes
Fixed floating tundra berries / fixed berries not being blocked by building topology / added Terrain Topology Set objects to both entrances
Moved train signals further away from the track
Fixed rail topology not tranferring to entrances
Slightly tweaked slope and entrance environment volumes to make the lighting transition slightly smoother
Scene2prefab on all monuments that contain underground entrances, this should fix remaining broken materials
Fixed light leaks in another stairwell piece
Fixed broken env volume in train tunnel slopes
Tweaked lighting inside train tunnel stairwells and corridors to fix light leaks and odd hotspots
Added rail topology to train tunnels entrance
Tweaked concrete material inside the train tunnels / made a better concrete damage material
Tweaked train tunnel lighting to make it closer to how it was on release
Reduced intensity of fill lights
Scene2prefab to fix broken materials in train tunnel entrances in monuments
Tweaked entrance heightmap to fix odd foliage placement
Fixed broken vertex alpha in all train tunnel stairwells and corridors
Fixed broken AO in tunnel stairwell entrances
Deleted unused slopes and prefabs
Merge from shader-stdblends-extended
Fixed portacabin materials
Made triggers fit slopes better to fix broken terrain collisions
Tweaked environment volumes to make transition between underground and aboveground smoother
Added heightmap mesh for the second entrance
Second tunnel entrance progress / LODs/ collision /prefab changes
Alternate concrete_generic_ao material to keep visual compatiblity with older tunnel segments
Finished second tunnel entrance variant LOD0
Added a vertex AO pass to both entrances
Material tweaks
merge from shader-stdblends-extended
Merge from shader-stdblends-extended
Merge from shader-stdblends-extended
Merge from shader-stdblends-extended
Second entrance mesh progress
Second train tunnel entrance progress
Setup a basic prefab for the second entrance tunnel variant
Slightly tweaked entrance terrain to fit the second entrance variant
Set the missing material in the entrance prefab
Added missing concrete pavement material
Entrance z-fighting fix
Fixed broken vertex colors on train tunnel pavements
Created a mirrored t-junction prefab
Added mirrored tjunction to slope prefabs to match the pipe alignment
Added Monument topology to Topology Mask
Added an even larger lip around the entrance
Tweaked height map
Added a AddToHeightmap object to the entrance prefab to allow foliage spawnning on the mesh-terrain
Added a building topology to the entrance terrain
Tweaked entrance terrain alpha
Added splats around to entrance terrain
Tweaked entrance mound heightmap to get rid of the gaps
Extended the lip around the mesh to help with hiding gaps
Tweaked the blend map to generate flat terrain in front of the entrance
Fixed pivot position on one of the slopes LODs
Created proper LODs and colliders for all 15m tall slope pieces
Added lights to their prefabs
Added monument topology to the entrance scene
Train tunnel entrance scene
Added a final blend layer to the entrance to simulate large scale AO and dirt
Some prefab tweaks
Updated entrance prefab with dressing and lights
Fixed some mesh errors