branchrust_reboot/main/world_update_2cancel
54 Commits over 31 Days - 0.07cph!
Manually added cliffs to lake scenes the old fashion way
attempt at preventing seaweeds close to coastal rocks
tweaking of coastal rock terrain raise parameters, added an extra object with lower opacity and larger radius to ease out the terrain but the system has its limits as its stands
set the large powerlines path to avoid beach and beachside to prevent paths intersecting cliffs on the coast
unfucked oasis_c terrain data assignment - was due to a undone rename earlier in the day
repainted the topologies for ocean/oceanside/monument in it
painted black on ocean and ocean side topos of oasises
fixed ocasis_c biome texture not containing data
Wider terrain blend map for swamp_b
fixed bird shit decal projecting on decal layer0
Shrunk swamps a/b/c terrain usage to allow for a larger buffer for terrain blend map
Reprocessed terrain blend maps for those
Improved icelakes blend map textures
setting cliffside as 'topology not' for power substations
disabled 'check placement map' on terrain filters of radtown
Added terrain filters to radtown to detect and avoid Arid and Arctic biomes - Revert if needed
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.
Enabled Mountain toplogy use on lakes unique environments
updated swamps and bandit town swamp topology
Tightened the terrain filters for hill cliffs and added Railside in 'topology not' to widen detection chance of rail
Added a bunch of terrain filters to coastal rocks to prevent road/rail spawning
Attempt to fix weird bug where fence mesh renderers do not keep both materials at runtime
Fixed floor spikes giibs spawning twice
Fixed large water catcher gibs incorrect materials
oilrig small and gas station S2P
Fixed wood ladder prefab using outdated material definition
Converted to MeshLOD along the way
fixed compound bbq being hidden away inside a building - put back in party area
fixed driftwood_set_3 incorrectly set lods
added terrain filter checks to coastal rocks
Wider and stronger lakeside topology for lakes and oasis UE's
Removed missing guid rocks from craggy
fixing the LS motorbike access to puzzle
Fixed the lakes texture splats not being maximised resulting in partial grass and forest splat showing or spawning their foliage meshes underwater.
Forgot to tick Mountain in the topology mask list after making it. Monuments in canyons fix may work from this point.
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
Improved ground contact on divesite rocks/props being off the ground
Tightened the Oasis blendmaps, water surface volumes. Also added a monument topology to them so rail and roads piss off
removed splat set nodes from coastal cliffs
Updated canyons clutter topology to contain the bottom of canyon surface for ore node spawns
Updated canyon scenes
missing alpha texture lake_a
improved the ocean culling volumes in canyons to reach higher and wider for cases where ocean spawns higher
fixed rotations on jutting cliffs prefabs
disabled shadow proxies on Launch site factory prefabs, walkways prefabs
converted remaining walkway prefabs to MeshLOD
playing with shadow proxies for master house shadow flicker
fixed cctv name spelling mistake
hid the barrier at the gates as it often floats on some seeds