userVincentcancel
branchrust_reboot/main/procedural_cavescancel

13 Commits over 427 Days - 0.00cph!

8 Months Ago
Merge from main
1 Year Ago
killed shadow proxies on cave segments - needs deep S2P
1 Year Ago
merge from main
1 Year Ago
set dressing and polish around cave_procedural_entrance_c
1 Year Ago
cave_entrance_c LODs, hull, collider meshes some set dressing S2P relevant cave scenes
1 Year Ago
arid variant of cliff_low_arc_overhang added biome visuals version of the prefab in procedural cave entrances
1 Year Ago
better collisions for the cliff_low_arc_overhang type (used mostly on hapis and cave entrances)
1 Year Ago
Made cave exterior cliffs swap to arid versions when spawning in arid biome with BiomeVisuals fixed a whole bunch of environment volume transition quality ocean water doesnt pop in and out of view anymore when transitionning inside and outside caves overall polish
1 Year Ago
Adding cave_procedural_entrance_c variation
1 Year Ago
Adding cave_entrance_c model - purpose is to offer an entrance that aims into the hillside for proc gen caves to come Adding cave_procedural_entrance_b variation
1 Year Ago
procedural_cave_entrance_a tweaking terrain parameters and topologies - getting pretty seamless
1 Year Ago
procedural_cave_entrance_a tweaking terrain parameters and topologies, trying to integrate into terrain hillside as seamlessly as possible adding a test map that only loads caves and environment for quick iterating
1 Year Ago
procedural_cave_entrance_a scene and basic setup