5,778 Commits over 3,804 Days - 0.06cph!
scene 2 prefab - prefabs only
Greatly reduced small rock clutter density in all biomes and especially snow biome
Reduced max scale as well
Fixed powerplant cooling tower ladder issue
Fixed stables road points not all being set to trail
merge from volumetric light beam fix
scene 2 prefab all - prefabs only
Optimizing Distance flares culling distances
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Tundra variants of overgrowth grasses
scene 2 prefab all - prefabs only
Repainted LS splats
Most monuments now dont export grass splat to give way to snow or sand in respective biomes
Removed forest toplogy from bandit town, and reduced swamp topology surface
Caves terrain alpha map polish, draw distance overrides for a few surface visible tunnel segments to avoid seeing under terrain
River source prefab improvements
Improved how wide it covers the water mesh
Added vertical padding for edge cases where it may spawn on the edge of a cliff or highly uneven terrain
Added some detail and particle effects
Scene2Prefab - prefabs only
some more cliffs topology collision detection tweaks
Additional checks added to cliffs to avoid collisions with roads from the top of cliffs
Fixed sewer drain prefabs missing the water volumes necessary to avoid water in procgen monuments (if you need variants, make prefabs variants please)
Satellite dish - some more colliders love as we now use models in positions that are not so vanilla anymore
Moved the Satellite dish recycler to a more protected area of the level to make use of it safer
More powerplant puzzle cable accuracy
Total redo of swamp hero trees colliders
removed a stray ladder volume at WTP
merge from backport branch
prefab files for the new model variants
snow and arid overgrowth grass prefabs
early work on biome specific overgrowth meshes
changed one of the rock clutter prefab distances being too far culling
Scene2Prefab - prefabs only
Moved/Renamed content for clarity
Removing unused content/cleanup
level asset files that got changed
re-linking slots in materials that have connections to old textures that will be deleted
Assigning correct terrain material to remaining scenes still using 'terrain4'
grounds less floaty at sewer branch
Fixing some issues with shadow proxies on supermarket/sewers/gas station, mainly reverting to higher definition casters
re-linking severed tree prefabs in monuments
Tree minigame marker update all tree entities
cherrypicking jarryd's tree marker improvements
LS warehouse distant LOD backface culling off
fixed stone splat snow material biome tint tinting the snow and using old snow textures
Removed roadside wrecks from decor_v3 as it doesnt allow to do collision detection
Moved roadside wrecks to the world stack prefab
procmap_debug test level - test bed for roadside wrecks backup
colliders read/write spam fix
more LS/Powerplant debug
shopkeeper item throw fix needed a second S2P because nested
Scene 2 prefab - prefabs only
repainted forest toplogy on swamps - slight rework on monument topology on swamp_c (the one with trail connections)
MT - More progressive environment volumes when entering/leaving tunnel entrance
Attempt to fix collision leaving entering some caves
Fixed Powerplant puzzle wires floating
Fixed Sat dish offset on a dish3 LOD0
Added glass colliders to static workcart
Cliffs and micro cliffs now check for powerline topology on top of road topology
Roadside vehicles use aiobstacle to prevent animals running through them, also use terrain filters in an attempt to do collision detection when spawned
Oilrig interior mesh uses the correct collider, import settings were incorrect for it, lengthened underwater pipes
Attempt to prevent thrown items falling into shops at bandit camp
LS - reworked terrain to make it cooperate with the underground tunnels better
WTP - reworked terrain to help with fallen objects, fixed a gap with sewers tunnels that could lead to antihack kicking in
loot barrels gibs material override review