branchrust_reboot/main/procedural_cavescancel
13 Commits over 427 Days - 0.00cph!
killed shadow proxies on cave segments - needs deep S2P
set dressing and polish around cave_procedural_entrance_c
cave_entrance_c LODs, hull, collider meshes
some set dressing
S2P relevant cave scenes
arid variant of cliff_low_arc_overhang
added biome visuals version of the prefab in procedural cave entrances
better collisions for the cliff_low_arc_overhang type (used mostly on hapis and cave entrances)
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
Adding cave_procedural_entrance_c variation
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
procedural_cave_entrance_a tweaking terrain parameters and topologies - getting pretty seamless
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
procedural_cave_entrance_a scene and basic setup