5,560 Commits over 3,745 Days - 0.06cph!
Stables_b dressing tweak to avoid clipping by the openned gates (feel free to revert, it's a one sec change)
Openned the horse box gate, updated colliders
Re-enabled collider in prefab
Work in progress rework of Military Tunnels road connections
Monuments splats rework, mainly to make roads display on the map in the same splat as the procedural roads. Improves player map concistency across the game
Reworked railroad ends in monuments to soften their transition out
New ending piece for the train track set
Taking in the updated train track textures from hdrp
Fixed some road connections types being set to road instead of trail
Fixed floating decor on trainyard hill
More references cleanup from deprecated models
Underwater rock scene review
Removed missing scripts on fireflies prefab
Unfucked the driftwood(TM)'
cherrypicked
43474.. I swear these driftwood files are cursed
One too many rows in rendererLOD - bush_medium_dense
More paths/material fixes
Manifest (previous one didn't show in plastic)
Repairing severed prefab connections in cave_small_easy and cave_large_sewers_hard
Added desire trails back into the World_setup prefabs
More material fixes and error fixes
Procmap now loads uninterrupted
Fixed a bunch of errors in caves prefabs to do with decals
Fixed rocks in swamp_b and swamp_c
Assigned main' road materials to ringroads in world setup
external lighting prefabs for Powerplant, WTP, Trainyard - Currently these are just backups
Re-installing sewer branch lighting (now under a external prefab to avoid future loss)
Removed lighting prefabs links to HDRP ones in MT, Trainyard, Lighthouse (replaced with non hdrp lighting prefabs already), Satdish, Sewer branch, Sphere tank
Adding HDRP lighting prefabs to help with conversion if needed. If not we will remove before merge to main.
Review of Harbors, Excavator, Junkyard, Powerplant, Trainyard, Quarries, Ice lakes, MT, Power substations, Powerplant, SatDish, Sewer branch, Dome
Airfield, Compound review
Going over caves scenes, caves dressing scene, adding missing files from initial batch
Some other scenes reviewed (WTP, Bandit town)
Overgrowth scene and prefabs conversion. Switched incorrect foliage materials to Core/Foliage
Foliage_v3 Temperate_Grass_c asset model path fix
Fixes for incorrect files
cherrypicking cs 55296/55297/55298
Adding content - World setup V3 prefabs
Adding content - initial batch
Made monument and building topologies around stables wider
Fixed collider of wooden_building_e
merge from Stables_Monuments
Decor version of the mixing table
Stables Lighting Prefabs
Various LOD distances tweaks
Stables shops dressing pass and lighting pass
Removed unused terrain trigger from scenes
Stables_a/b monument splats finish, monument topologies and blend map, road connections and powerlines
New barn buildings, final art / prefabs setup