5,481 Commits over 3,653 Days - 0.06cph!
prepared prefab on wood pile
wood log pile asset and node prep for procmap
merge from ocean wreck buoy
merge from legacy wood log piles
merge from divesites branch
Added back old arid rock formations in procmap stack
removed stone splat from medium rock formation prefabs
improved road rejection on jutting cliffs
road, rail rejection on hill cliffs
merge from radtown redux branch
Integrated unique environments into World Setup stack
Adjusted min altitude for inland place cliff components to -100m
merge from unique environments to cliffs
ue_oasis_c build and level prep
renamed files and folders
oasis_b build and level
split unique environment spawn components into categories for finer filtering
added ue_oasis_a unity scene
lake b and c builds, unity scene setup
eu_canyon_c build, unity scene setup and autospawn prefab
snow splat rejection on canyon a and b
eu_canyon_b build, unity scene setup and autospawn prefab
eu_canyon_a new build, slightly more eroded edges and wider forest footprint
fixed no cliffs spawning below zero in test level
fixed some oddities with ore nodes by not using certain topologies (alt/cluster)
Cherry picked Remove topology for monuments
water triggers inside canyon to remove ocean surface
unique environment test level reduced stack
autospawn folder for unique environment prefabs
unique environment - canyon_a scene setup
updated lake normal texture
unique environment - lake_a scene setup
merge from temperate cliffs rework
added road rejection to jutting cliffs
extra jutting cliff prefab
enabled ppd on brick piles
large rock formation a test case
jutting cliff test case
merge from Blend4Way double sided
rock formation prefabs (sea) radius and fade improvements
propagated the latest changes into procmap stack
underwater_divesites scene playable in editor