5,560 Commits over 3,745 Days - 0.06cph!
replaced static signs with harvestable ones in junkyard
relinked some broken nested prefabs
created a bespoke spicebush mat for temp overgrowth with wind params that dont clip walls
supermarket - fixed some zfighting with pavement
fixed floating stone corner at water_well_a
sewer branch - painted some road topology to avoid cliffs spawns close to connection
extra terrain anchor for cliff_double_height_d
Cliffs use a collider for shooting one and for walking/thrown objects - solves a large amount of conundrums one collider alone cannot solve
committing some missing metas
Arid cliffs - more accurate colliders
Temperate cliffs - more accurate colliders
Compound - repainted building topology
baked in some road topology inside the sphere_tank monument to prevent cliffs spawning in the transition area
Much needed polish to cliffmicro and cliffmicro arid terrain anchors
Smoother terrain blend map for Bandit town
Added water culling necessary script but kept them disabled for now as they are not working as intended in swamps
Made dirt trails more visible in Snow biome - terrain config
Slight tweaks to PlaceCliff setup in World Setup
Updated procmap_debug level
Taller cliff prefabs to fill in some bald spots in steeper procmap generations
bumping up snow ore population density
fixed offset on xmas door garland
tugboat LOD distances set back to what they were before
reverse engineering a fix that was developed years ago for puzzles loot not respawning and re-applying it while cringing to no end
Improved placement of PlayerDetection gizmo at sat dish
attempting to fix no material on small box gibs (not sure how this one came into existence now though)
fixed incorrect walkways shadow mode
Use lower LOD for shadow proxies on sphere tank and walkways
sheet metal covers shadow caster material uses alpha mask
Use lower LOD for shadow proxies in pipelines
Use lower LOD for shadow proxies in sewer tunnels
merge from biome_dependant_foliage
Scene to prefab - prefabs only
Saplings biome variant prefabs
combing monuments for severed prefab links for foliage
Scene to prefab - prefabs only
patch grass snow variants
Snowy variants for LS, Harbors, Trainyard, Powerplant ground meshes
snow variants of the 'office' exterior planters
overgrowth prefabs shadow proxies use a simpler material
Tundra specific foliage spawner for procmap roads
snow variants were using the wrong material leading to visual diff with the biome
junkpiles use temperate foliage by default as they are not static
Adding back thatched_b textures