branchrust_reboot/main/hdrpcancel
265 Commits over 397 Days - 0.03cph!
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
Merge from bandit_camp_fix
Added rivers to the world stack
Added monument nodes to project_gaea for testing
Added roads, powerlines, tiny monuments, harbors, offshore monuments, caves to World_Setup_v3 stack
Making a external prefab of World_setup_v3 in project_gaea. This will be useful for all the upcoming maps world stack maintenance
Added pine/fir trees back to temperate forests but only on Alt topology. This adds variation without needing be in tundra
Manifest
changed the biome tinting source on foliage stones
Latest terrain generation
Grass now fades into dirt before sand in arid biome
Arid biome fades to temperate biome on the shore
Stronger stones/gravel channels hopefully helping with grass foliage cutout
Light luminance tweaks to terrain_config
project_gaea scene world stack update
Tweaks to foliage rocks material/textures for biome tinting
Arid rock formation prefabs medium and large sizes
Removing unused prefabs/files
Removing old stone splat foliage clutter
Adding the stone and gravel foliage we use on the revamp on regular procmap in order to remove older clutter art
Arid and regular cliffs final files
Clutter rocks material tweaks
Removed Generate Clutter Topology from world stack
Cliff_basic and Cliff_basic_snow shader rework to use datamaps
Updated materials using these
Datamap texture for clutter_medium rocks
Added back slider in Cliff shader to control AO term intensity
Material tweaks arid cliffs
Arid cliffs prefabs, material tweaks
Tweaks to rock_08 albedo
Backup wip arid cliffs/formations art files
Added Cliff_LOD shader for distant cliff LODs which retains very basic terrain blending and biome tint ability.
Updated cliff materials
Cliff LODs terrain mask textures
Added clutter topology fine noise
Sprinkled dirt splat in grass dense areas for Damian (foliage density control)
Nature/Rock/ folder re-organizing, v2 art and v3 files separated for clarity
Draw distance a tad further for new cliffs
Allow foliage rocks on decor topology
Moved position of biome tint inside cliff shader to sync visuals with Base Lit
Added LODs/Colliders/Prefabs to latest cliffs
Updated procedural cliff prefabs
World stack scripts re-order
rock_14_diff tweaks (brightness)
World stack scripts re-order
Removing a load of older cliffs/deprecated cliffs meshes/materials/textures/prefabs
Added GenerateTerrainMesh on the world stack (project_gaea)