branchrust_reboot/main/jungle_updatecancel
157 Commits over 61 Days - 0.11cph!
LOD distance review on bamboo scaffoldings
reduced strangler fig wall decal dist
Disabled shadow casting on ziggurat skylight spotlights
ziggurat scene, decal draw distances overrides to lower values
bunch of prefab optimizations, converted what can to MeshLOD, reducing some draw distances
shifted barrel spawn away from recycler in ziggurat
S2P
skipped LOD0 on mauritia flexuosa, more agressive LOD2 distance
added thickness to jungle skin wall.window frame in bid to rid wallpaper of zfight
plugging holes in jungle_ruin_e - s2p
fixed trumpet tree in ziggurat not being the entity of the tree - S2P
s2p jungle ruins (no change other than refreshing for bugfixes 119979)
added some helper colliders on ziggurat large pipes to help smooth movement on them
made the rope ladder volume wider to enable jumping on it from inside the zigg
Ziggurat S2P
removed some missing prefabs reference in arctic base rocks prefab (to clear editor side errors)
modified the zipline landing platform net shape to improve greatly the landing area/angle possible
minor tweak to jungle_ruins_e structure
S2P
re-factored the ceiling cable kt prefabs to use meshlod and added missing mesh colliders scripts
enabled r/w on a bunch of props used in ziggurat collision models
enabled r/w on zipline platform collision models
cherry picking env volume brightness level changes from spatially aware branch
forgot to move rope ladder in prefab
reduced the depth of jungle swamp by 20ish %
fixed some wall clipping props in zigg scene
changed priority on ziggurat to highest to ensure a spawn
more polish on the top with smaller decals and some physical roots for decor
added a rongs rope ladder inside the zigg portal to allow players going down without taking damage
fixed foliage placement on water surface (lillies)
toned glossiness down on the large pipes going out
re-linked the lighting prefab (again? another regression perhaps)
Zigg S2P / HLOD refresh
fixed some zfighting on jungle_ruins_e structure
fixed some left over conditional corners zfight on triangle foundation block jungle skin (for good this time)
fixed some left over conditional corners zfight on triangle foundation block jungle skin
fixed a legacy rotation leftover on armored steps block
rebaked oilrig crane LOD, updated material links
rebaked Harbor1 HLOD to fix white crates
fixing some baked LODs materials that did not save properly on the branch they came from
+some rebakes
fixed a bunch of spots where environment volumes were too small in caves
fixed some cave segments close to the exits being 'no sunlight'
S2P
jungle ruins s2p to refresh collider changes
scene to prefab all (to refresh tunnel entrances for env volumes)
merge from spatially aware branch - underground train tunnels and caves content converted
fixed a missing mesh from collider script on corner_c prefab
potential fix for sun passthrough in train tunnel entrance
moved the rusty gates back into place
fixed an offset on jungle skin triangle block
fixed an offset on jungle skin floor block
lowered the ground under the zigg pond water to allow swimming effect to work
reverted environment volumes to spatially aware ones after regression, this also re-introduces the terrain collision triggers - S2P
lower ziggurat terrain position in Z, then resculpted to meet the ground line
enabled r/w on ziggurat gate colliders
some tweaking of the jungle_ruins_e alpha map
enabled spatially aware environment volumes in Ziggurat
more splats painting polish for jungle ruins - eliminating grass as it doesn't belong in jungle monument perimeter
fixed some lootspawn juxtaposition
S2P jungle ruins - to refresh latest collider changes