userVincentcancel
branchrust_reboot/main/hdrpcancel

265 Commits over 397 Days - 0.03cph!

4 Years Ago
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
4 Years Ago
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
4 Years Ago
wrapping up remaining caves scene terrain rework
4 Years Ago
cave_large_sewers_hard, cave_large_medium, cave_medium_easy scene terrain rework
4 Years Ago
more
4 Years Ago
textures tweaks/add/remove - further cleanup on the way this week
4 Years Ago
cave_large_hard scene terrain rework
4 Years Ago
Updated some test scenes that used craggy's terrain
4 Years Ago
Refreshed craggy island terrain to better showcase biomes and topology masks as used in the game
4 Years Ago
Savas and Savas koth wrap up before playtests
4 Years Ago
removing old testmaps I made
4 Years Ago
mine material tweaks adding some extra texture maps to ensure old style shaders look good
4 Years Ago
updated collider of timbermine entrance justincase'
4 Years Ago
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
4 Years Ago
backup
4 Years Ago
SavasIsland_new Cave entrances manual cliffs dressing
4 Years Ago
SavasIsland_new caves terrain inserts Updated old caves materials to match terrain
4 Years Ago
SavasIsland_new topology painting backup
4 Years Ago
SavasIsland_new splat painting backup
4 Years Ago
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
4 Years Ago
SavasIsland_new scene, initial build wip - still need to sort out roads and dressing/loot
4 Years Ago
Craters new build - island shape improvement
4 Years Ago
Canyon new build - island shape improvement
4 Years Ago
HapisIsland_new tweaks
4 Years Ago
Added missing Terrain Placement Map script to some of the new levels
4 Years Ago
HapisIsland_new scene, initial build, monument nodes Range backup
4 Years Ago
Range latest build
4 Years Ago
Range latest build - monument nodes added
4 Years Ago
Range level initial build Oasis backup
4 Years Ago
Re-enabled ring road in world_setup_v3 prefab, more forgiving harbor placement filters
4 Years Ago
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
4 Years Ago
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
4 Years Ago
polish pass to new road textures + gloss balance
4 Years Ago
Craters map - new build Placed monument nodes
4 Years Ago
Updated material assignments in procmap and world_setup_v3 for road meshes
4 Years Ago
Craters map - initial build
4 Years Ago
added a dithered edge alpha cutout to roads
4 Years Ago
removing old textures
4 Years Ago
road_b textures and material tweaks road_a redo
4 Years Ago
ringroad hdrp textures and material
4 Years Ago
Canyon latest build - improved channelling, ability for place cliff to fill a larger amount of cliffs on terrain by terracing more even steps
4 Years Ago
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
4 Years Ago
Canyon map files
4 Years Ago
Fixed lost terrain reference in archipleago
4 Years Ago
Missing file
4 Years Ago
more filters work
4 Years Ago
Removed some old generic rocks from tundra forests Updated foliage.v3
4 Years Ago
Archipelago latest build Stones and Gravel splat foliage filters avoid roads/buildings
4 Years Ago
Tweaks to forest and small boulders filters
4 Years Ago
Archipelago latest build - improved forests cover, made the tier maps generate from a mixture of biome and monument size as opposed to just biomes