userVincentcancel
branchrust_reboot/main/world_update_2cancel

47 Commits over 31 Days - 0.06cph!

11 Days Ago
fixed bird shit decal projecting on decal layer0
11 Days Ago
softened canyon_a pinch
12 Days Ago
Shrunk swamps a/b/c terrain usage to allow for a larger buffer for terrain blend map Reprocessed terrain blend maps for those
12 Days Ago
Improved icelakes blend map textures
13 Days Ago
setting cliffside as 'topology not' for power substations
13 Days Ago
disabled 'check placement map' on terrain filters of radtown
13 Days Ago
Added terrain filters to radtown to detect and avoid Arid and Arctic biomes - Revert if needed
13 Days Ago
swamp trees spawn population allowed on lakeside refined topologies in swamps and bandit town to correct the impact of painting swamp topology across the entire body of water. Now using lake to prevent tree there.
17 Days Ago
Enabled Mountain toplogy use on lakes unique environments
19 Days Ago
updated swamps and bandit town swamp topology
19 Days Ago
Tightened the terrain filters for hill cliffs and added Railside in 'topology not' to widen detection chance of rail
19 Days Ago
Added a bunch of terrain filters to coastal rocks to prevent road/rail spawning
19 Days Ago
Attempt to fix weird bug where fence mesh renderers do not keep both materials at runtime
19 Days Ago
Fixed floor spikes giibs spawning twice
19 Days Ago
Fixed large water catcher gibs incorrect materials
20 Days Ago
oilrig small and gas station S2P
20 Days Ago
Fixed wood ladder prefab using outdated material definition Converted to MeshLOD along the way
20 Days Ago
compound s2p
20 Days Ago
fixed compound bbq being hidden away inside a building - put back in party area
20 Days Ago
fixed driftwood_set_3 incorrectly set lods
20 Days Ago
added terrain filter checks to coastal rocks
20 Days Ago
Wider and stronger lakeside topology for lakes and oasis UE's
20 Days Ago
Removed missing guid rocks from craggy
25 Days Ago
LS s2p
25 Days Ago
fixing the LS motorbike access to puzzle
25 Days Ago
Fixed the lakes texture splats not being maximised resulting in partial grass and forest splat showing or spawning their foliage meshes underwater.
25 Days Ago
Forgot to tick Mountain in the topology mask list after making it. Monuments in canyons fix may work from this point.
26 Days Ago
Using mountain topology to reject monuments inside canyons as that is about the only one that will leave cliffs, decor and forests intact Changed monument spawn filters in world setup prefab
27 Days Ago
Improved ground contact on divesite rocks/props being off the ground
27 Days Ago
Tightened the Oasis blendmaps, water surface volumes. Also added a monument topology to them so rail and roads piss off
28 Days Ago
removed splat set nodes from coastal cliffs
32 Days Ago
Updated canyons clutter topology to contain the bottom of canyon surface for ore node spawns Updated canyon scenes
33 Days Ago
missing alpha texture lake_a
35 Days Ago
improved the ocean culling volumes in canyons to reach higher and wider for cases where ocean spawns higher
38 Days Ago
ue_canyon_b meta
38 Days Ago
fixed rotations on jutting cliffs prefabs
40 Days Ago
disabled shadow proxies on Launch site factory prefabs, walkways prefabs converted remaining walkway prefabs to MeshLOD
40 Days Ago
nope - doesn't work
40 Days Ago
playing with shadow proxies for master house shadow flicker
40 Days Ago
fixed cctv name spelling mistake
40 Days Ago
merge from cliffs
40 Days Ago
hid the barrier at the gates as it often floats on some seeds
40 Days Ago
radtown s2p
40 Days Ago
cleared a blocker in master house bedroom added back missing ceiling lights in off variants in storage building large detached the barriers from front gates to allow AI vehicles through cleared a wider pathway for AI vehicles to drive through town raised mud tracks slightly to cope with procmap weirdness by the roadside
41 Days Ago
reset scale variance on wood log pile
41 Days Ago
spawn legacy wood log piles in all biomes plz
41 Days Ago
manifest