5,698 Commits over 3,804 Days - 0.06cph!
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
merge from radtown redux branch
Integrated unique environments into World Setup stack
Adjusted min altitude for inland place cliff components to -100m
merge from unique environments to cliffs
ue_oasis_c build and level prep
renamed files and folders
oasis_b build and level
split unique environment spawn components into categories for finer filtering
added ue_oasis_a unity scene
lake b and c builds, unity scene setup
eu_canyon_c build, unity scene setup and autospawn prefab
snow splat rejection on canyon a and b
eu_canyon_b build, unity scene setup and autospawn prefab
eu_canyon_a new build, slightly more eroded edges and wider forest footprint
fixed no cliffs spawning below zero in test level
fixed some oddities with ore nodes by not using certain topologies (alt/cluster)
Cherry picked Remove topology for monuments
water triggers inside canyon to remove ocean surface