5,482 Commits over 3,653 Days - 0.06cph!
textures tweaks/add/remove - further cleanup on the way this week
cave_large_hard scene terrain rework
Updated some test scenes that used craggy's terrain
Refreshed craggy island terrain to better showcase biomes and topology masks as used in the game
Savas and Savas koth wrap up before playtests
removing old testmaps I made
mine material tweaks
adding some extra texture maps to ensure old style shaders look good
updated collider of timbermine entrance justincase'
timbermine entrance model has more forgiving padding to attach cliffs to
Prefabed the objects on SavasIsland_new that are shared between normal and koth modes
SavasIsland_new Cave entrances manual cliffs dressing
SavasIsland_new caves terrain inserts
Updated old caves materials to match terrain
SavasIsland_new topology painting backup
SavasIsland_new splat painting backup
Added World_Setup_v3_basic prefab for use on maps like Savas/Craggy with barebone procedural scripts
SavasIsland_new dressing update, loot placement update, new terrain build
Cliffs don't place underwater
SavasIsland_new scene, initial build wip - still need to sort out roads and dressing/loot
fix sedan_a_wrecked was using the painted variant material and not the wrecked one
Removed trail paths from junkyard
S2P Junkyard
Craters new build - island shape improvement
Canyon new build - island shape improvement
Added missing Terrain Placement Map script to some of the new levels
HapisIsland_new scene, initial build, monument nodes
Range backup
Range latest build - monument nodes added
Road material fixes for Savas, Savas koth and Hapis
Range level initial build
Oasis backup
Roadside monuments terrain blend map improvements
Set road mesh to LOD0 to have sufficient steps with terrain
river foam texture direction change
river mesh debug material
road mesh set not to import materials
added river foam texture, kinda work in progress
further tweaks to road mesh profile
removing unused road segments and unused folders for clarity
Edited material tiling ratios to work with the provided road mesh rather than agnostic ratios
Updated road mesh to be more accurate with respect to the new road textures (both road_a/road_b)
Aligned the road segment Z axis, rotated UVs 90 to be correct
Re-enabled ring road in world_setup_v3 prefab, more forgiving harbor placement filters
Oasis new build - smaller bodies of water for oasis, grass and forests in oasis come closer to water line, forests are 100% arid in the desert, hilltop topology doesnt exist on sand dunes
Craters backup
Oasis initial build
Tweaked terrain sand to be able use it as a distant wave in desert in conjunction with terrain config new settings
Road textures meta tweaks
polish pass to new road textures + gloss balance
Craters map - new build
Placed monument nodes
Updated material assignments in procmap and world_setup_v3 for road meshes
Craters map - initial build
same as hdrp but on ring_road
added a dithered edge alpha cutout to roads
removing old textures (old runway/trail path textures and materials)