branchrust_reboot/main/hdrpcancel
265 Commits over 397 Days - 0.03cph!
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
Craters new build - island shape improvement
Canyon new build - island shape improvement
Added missing Terrain Placement Map script to some of the new levels
HapisIsland_new scene, initial build, monument nodes
Range backup
Range latest build - monument nodes added
Range level initial build
Oasis backup
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
added a dithered edge alpha cutout to roads
road_b textures and material tweaks
road_a redo
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