5,517 Commits over 3,683 Days - 0.06cph!
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
vintage wallpapers update
updated materials to spec/gloss
Fixed UVs on wallpaper block meshes
improved the ocean culling volumes in canyons to reach higher and wider for cases where ocean spawns higher
fixed rotations on jutting cliffs prefabs
removed ladder box from sphere tank interior collider
made armored window's collider soft side planar
disabled shadow proxies on Launch site factory prefabs, walkways prefabs
converted remaining walkway prefabs to MeshLOD
playing with shadow proxies for master house shadow flicker
fixed cctv name spelling mistake
changed minimum sizes for unique environments procmap spawns
canyons 3500+
lakes 3000+
oasis 2000+
hid the barrier at the gates as it often floats on some seeds
cleared a blocker in master house bedroom
added back missing ceiling lights in off variants in storage building large
detached the barriers from front gates to allow AI vehicles through
cleared a wider pathway for AI vehicles to drive through town
raised mud tracks slightly to cope with procmap weirdness by the roadside
reset scale variance on wood log pile
spawn legacy wood log piles in all biomes plz
prepared prefab on wood pile
wood log pile asset and node prep for procmap
merge from ocean wreck buoy
merge from legacy wood log piles
merge from divesites branch
Added back old arid rock formations in procmap stack
removed stone splat from medium rock formation prefabs
improved road rejection on jutting cliffs
road, rail rejection on hill cliffs