5,400 Commits over 3,592 Days - 0.06cph!
fixed bird shit decal projecting on decal layer0
removed hurt volume from the frontier gate
fixed offsets in the frontier gate prefab
setup renderer lod on the frontier wall variants
Shrunk swamps a/b/c terrain usage to allow for a larger buffer for terrain blend map
Reprocessed terrain blend maps for those
Improved icelakes blend map textures
rebuilt the door rig with the orriginal offsets for the gates
shifted collider for the gate from LOD0 to parent
models import settings for display and collision meshes
setting cliffside as 'topology not' for power substations
disabled 'check placement map' on terrain filters of radtown
Added terrain filters to radtown to detect and avoid Arid and Arctic biomes - Revert if needed
swamp trees spawn population allowed on lakeside
refined topologies in swamps and bandit town to correct the impact of painting swamp topology across the entire body of water. Now using lake to prevent tree there.
Enabled Mountain toplogy use on lakes unique environments
added a temporary box to frontier high wall prefab to debug visibility
Fixing folders structure
Creating the prefabs and item definitions
updated swamps and bandit town swamp topology
Tightened the terrain filters for hill cliffs and added Railside in 'topology not' to widen detection chance of rail
Added a bunch of terrain filters to coastal rocks to prevent road/rail spawning
Attempt to fix weird bug where fence mesh renderers do not keep both materials at runtime
Fixed floor spikes giibs spawning twice
Fixed large water catcher gibs incorrect materials
oilrig small and gas station S2P
Fixed wood ladder prefab using outdated material definition
Converted to MeshLOD along the way
fixed compound bbq being hidden away inside a building - put back in party area
fixed driftwood_set_3 incorrectly set lods
added terrain filter checks to coastal rocks
Wider and stronger lakeside topology for lakes and oasis UE's
Removed missing guid rocks from craggy
fixing the LS motorbike access to puzzle
Fixed the lakes texture splats not being maximised resulting in partial grass and forest splat showing or spawning their foliage meshes underwater.
Forgot to tick Mountain in the topology mask list after making it. Monuments in canyons fix may work from this point.
Using mountain topology to reject monuments inside canyons as that is about the only one that will leave cliffs, decor and forests intact
Changed monument spawn filters in world setup prefab
Improved ground contact on divesite rocks/props being off the ground
Tightened the Oasis blendmaps, water surface volumes. Also added a monument topology to them so rail and roads piss off
tweaked glowboard intesity a notch
set emissive compression to HQ for now. We may want to dither the emissive if we set it to normal quality to reduce banding
Adding wallpaper skins for retro, royal, polka dots, clouds, geometric
fixed triangle left wall uvs being flipped
some precision uv fixes
removed splat set nodes from coastal cliffs
Updated canyons clutter topology to contain the bottom of canyon surface for ore node spawns
Updated canyon scenes
green vintage wallpaper skin files
Eliminated areas that poked through wallpaper pieces in legacy wood skin
Eliminated areas that poked through wallpaper pieces in Brick skin doorway
Eliminated areas that poked through wallpaper pieces in Twig tier walls
Tightened wallpaper pieces fitting
Eliminated zfighting on wallpaper pieces interior side (visible with Twig tier)
missing alpha texture lake_a