5,721 Commits over 3,987 Days - 0.06cph!
Edited material tiling ratios to work with the provided road mesh rather than agnostic ratios
Updated road mesh to be more accurate with respect to the new road textures (both road_a/road_b)
Aligned the road segment Z axis, rotated UVs 90 to be correct
Re-enabled ring road in world_setup_v3 prefab, more forgiving harbor placement filters
Oasis new build - smaller bodies of water for oasis, grass and forests in oasis come closer to water line, forests are 100% arid in the desert, hilltop topology doesnt exist on sand dunes
Craters backup
Oasis initial build
Tweaked terrain sand to be able use it as a distant wave in desert in conjunction with terrain config new settings
Road textures meta tweaks
polish pass to new road textures + gloss balance
Craters map - new build
Placed monument nodes
Updated material assignments in procmap and world_setup_v3 for road meshes
Craters map - initial build
same as hdrp but on ring_road
added a dithered edge alpha cutout to roads
removing old textures (old runway/trail path textures and materials)
road_b textures and material tweaks
road_a redo
road_b textures and material tweaks
road_a redo
ringroad textures and material
deleting temporary road_b textures
ringroad hdrp textures and material
Canyon latest build - improved channelling, ability for place cliff to fill a larger amount of cliffs on terrain by terracing more even steps
Canyon: Rock splat always arid color even in temperate biome
More tundra, added higher plateau north of map for tundra and snow opportunity
Added lakes and monument inserts, monument nodes
Deeper canyons
Fixed lost terrain reference in archipleago
Removed some old generic rocks from tundra forests
Updated foliage.v3
Archipelago latest build
Stones and Gravel splat foliage filters avoid roads/buildings
Tweaks to forest and small boulders filters
Archipelago latest build - improved forests cover, made the tier maps generate from a mixture of biome and monument size as opposed to just biomes
Added capsule colliders to monument nodes as a way to guess size and make them visible (makeshift)
Tweaks to World steup prefab
Archipelago latest build
added descriptions to scripts in world stack
Added missing river mesh script to world stack
Latest terrain generation
Made monument inserts slightly smaller, added a mark on monument topology to better locate Monument node center
Added monument node prefabs for Ice lakes, Swamps, XL
fixed incorrect material on a compound house LOD1/2
Added the new ring road scripts to World_Setup_v3 stack
Added TerrainPlacementMap to project_gaea terrain
Set Gas Station, Supermarket and Warehouse to type 'roadside'
Removed old roads art, shifted road connections further away
Allowed roadside monuments in all tiers of map
Folders re-organized in autospawn/monument/ and Scenes/prefabs/
Temperate zone surrounding lakes in arid biome fixed
Latest terrain generation
Added lakes back with a new process
Applied lake's process findings to monument placement process
Added river topology to serve as a base for river pathing
Residential buildings - all buildings baked LOD rework
Updated compound level
Industrial structures - cooling towers and collapsed bits baked LOD rework
Industrial structures - interiors extra LOD level
Industrial structures - all buildings baked LOD rework
Industrial Water Tower LODs rework
Patrol Helicopter additional LOD pass
Fixed PatrolHelicopter prefab not using any of its LODs