branchrust_reboot/main/HDRP_Art_Backportcancel
267 Commits over 182 Days - 0.06cph!
Fixed stretched UVs at the bottom of sedan wreck-junkyard variants
More Junkyard work - surroundings - topologies
Ported fridge changes to HDRP_Backport branch - This will need S2P
More junkyard progress - reviewing LOD distances- scene organizing
Floodlights_B variant of Floodlights_A without concrete/terrain base
Alternate versions of Pipe_cover_left from the launch site for Junkyard
Junkyard - update with new prefabs
Re-applied bug fixes to trainyard and cave_entrance_a
Will need a S2P for caves
Junkyard terrain splats painting - composition/framing improvements
Added the shredder and crane to the new junkyard - terrain rework to integrate it better and allow for ample room around crane to maneuver
Adding Crane magnet and Car shredder from vehicle branch
Fixed some of the new junkpiles throwing NREs - Adjusted AI obstacles
Train tracks material links
Re-applying Bandit Town changes from main - Softcore and slot machines
Re-applying Compound changes from main - Softcore and terrain filters
Removed water visibility triggers from sewer_drainwall segments (from the scene this time)
Re applying change from main - power substations radiation disabled
Re-applying changes to procmap from main - tunnels scripts
More junkyard set dressing
junkyard level design progress
junkyard car stacks prefab collection
extra materials for gas station extension rusty variant
procmap roads van wreck prefabs
Van vehicle prefab variants
Van vehicle files - models/colliders/textures/materials
Sat Dish exit road a notch longer for seamless connection with procroads
Relaxed the filter settings on Harbors as they would not find spots on custom maps due to the denser topologies (dropped cliffs/cliffside)
Re-organized autospawn monument folders to work for both procmap and custom map monument nodes
Re-worked all custom maps Arid and Snow biome. Grass proportion greatly decreased
Large and Medium size monument inserts spread less far, reducing the plains size around these monuments
Ocean side spreads further away, this fixes underwater rock formations spawning in too little water depths
Thinned out forest topologies to reduce coverage
Swamps and Icelakes added into world_setup_v3
Removed some unused monument node prefabs (icelakes and swamps) as they are spawned using old method
Tweaks to ocean material, namely opacity changes, felt too thin, also increased foam
Stables Monuments dont export biome
Removed Procmap road materials albedo tint (broke monument roads matching)
Lower AO factor on rock formations materials, match shore wetness from cliffs
Shrunk rock formations' terrain splat set radius
S2P Stables to update materials
Fixed sand dunes material being funky
Sat Dish road goes off at an angle to avoid intersections
Re-applied changes to scenes from main
Backported some layout changes from cave_small_hard from main
Tweaked rock_flat albedo
Caves terrain review + S2P
Shore wetness reduced on cliffs (Reduces LOD2-LOD3 popping), albedo multiplier reduced on cliffs and terrain
car wrecks spawn on roadside, temperate and snow variants
added arid road grass clutter (was using temperate)
Added two new roadside junkpiles types (pickup and compact car) Roadside junkpile vehicles now have white paint to differentiate from roadside rusty cars (without loot in them)
Updated decor.v3
Fixed arid cliffs materials not having biome tint on anymore, tweaked arid rock splat tint to better match
Balanced LOD and SLOD cliffs atlases and rock08/terrain rock and stones albedo to better match
Lowered AO on LOD0 Temperate Cliffs to reduce popping
Cliffs LODing distances remap on baked LOD and SLOD (felt too close)
pickup truck - adding 4 variants with LODs/Colliders/Prefabs for 7 colors total
pickup truck - removing test mesh
compact car - adding 4 variants with LODs/Colliders/Prefabs for 7 colors total - fixed paint mask tinting underbody paint
compact car - removing test mesh
new bg vehicles files backup 4 branch hop
Re-textured sedan vehicle
Junkyard v2 progress - laid out trail paths and perimeter fences/barbwire
New road no pavement pieces for 22.5 and 45 degree bends