5,590 Commits over 3,957 Days - 0.06cph!
Big v2 assets removal, renamed what is kept into v3 folders, deleted now unused files/scenes
train track textures update to match new terrain gravel
deleting now unused models/prefabs and overgrowth atlas textures
Upgraded old overgrowth models and prefabs to use our latest prettier textures (spicebush, willowbush, ground plants and pine saplings)
Prefab'ed procmap's world setup
Replaced old cliffs placement scripts with the new ones
Procmap now uses foliage.v3 and decor.v3
fixed medium monuments stall
Some fixes to trainyard, splat painting adjustments around cliffs
Removing missing scripts from prefabs/scenes
Scene2Prefab
Monuments HDRP upgrade (sewer branch, trainyard, water treatment plant, swamps, water wells)
Fixed riverflow direction in materials
Monuments HDRP upgrade (powerplant, satdish, sewer branch(wip))
Monuments HDRP upgrade (power sub stations)
Monuments HDRP upgrade (quarries)
Removed old lighting prefab used in monument scenes
Monuments HDRP upgrade (ice lakes, lighthouse, harbor1, military tunnels, compound, bandit town)
Decentralizing rocks/cliff placement from certain scenes into nested prefabs to avoid data loss in the future
Added missing monument topology to caves
Caves: fixed severed prefabs, redid the occlusion volume stuff as a result in those scenes.
Caves and caves dressing scene2prefab
redo of rock_wall_gravel mesh (used for cave ladders)
Updated cave_roots_ivy assets to HDRP
Caves cliffs dressing with the new cliffs - managed to reduce the amount of objects used compared to old stuff
modifications to caves and timber mine entrances to make meeting with terrain even easier
removed old ore vein decals - decal projectors are a bad way to handle these in retrospect, should be done using geo
Replaced old rocks prefab instances with new one in caves_dressing scene
Added small colliders to cave gravel prefabs for rare cases where stones are scaled a bit larger
Caves - more work towards converting and tuning textures/mats to new hdrp standards
Replaced old cave gravel meshes with new ones using terrain 'foliage' rocks
wrapping up remaining caves scene terrain rework
cave_large_sewers_hard, cave_large_medium, cave_medium_easy scene terrain rework
textures tweaks/add/remove - further cleanup on the way this week
cave_large_hard scene terrain rework
Updated some test scenes that used craggy's terrain
Refreshed craggy island terrain to better showcase biomes and topology masks as used in the game
Savas and Savas koth wrap up before playtests
removing old testmaps I made
mine material tweaks
adding some extra texture maps to ensure old style shaders look good
updated collider of timbermine entrance justincase'
timbermine entrance model has more forgiving padding to attach cliffs to
Prefabed the objects on SavasIsland_new that are shared between normal and koth modes
SavasIsland_new Cave entrances manual cliffs dressing
SavasIsland_new caves terrain inserts
Updated old caves materials to match terrain
SavasIsland_new topology painting backup
SavasIsland_new splat painting backup
Added World_Setup_v3_basic prefab for use on maps like Savas/Craggy with barebone procedural scripts
SavasIsland_new dressing update, loot placement update, new terrain build
Cliffs don't place underwater
SavasIsland_new scene, initial build wip - still need to sort out roads and dressing/loot
Removed trail paths from junkyard
S2P Junkyard