5,983 Commits over 3,804 Days - 0.07cph!
fixing some roof top line prefab issues with shipping container skin
terrain config colors tweaks
raised lava surface fx a notch
bespoke prefabs for lava rock formations
improved procedural roads biome tint maps to cope better with extreme biomes albedos like lava biome
terrain biome transitions fixes
spawn pops
particle fx on lava lake
cherry picking
80238 refraction shader fix
caldera_fast test level running empty procmap stack
fixed surface types for lava bergs/shore meshes
removed palms trees/cacti from lava biome spawn populations
resources and biome polish
new lakeside topology to facilitate spawning decor by lava lake
lava lake bergs and sheets variants made from iceberg set (autospawn prefabs)
enabled stochastic tiling on lava lake
lava lake bergs and sheets variants made from iceberg set
Added Lake in Topology Not for most grasses as they can spawn on custom map lakes as they don't follow the same rules as procmap. This should not impact procmap visuals in any way.
tweaked lava haze damage volume down
created variants of arid decor clutter to make lava biome versions
Lava biome terrain foliage variants
lava basic damage volumes
changed lava flow map to exr
added bespoke roof.adobe.top.line.end.left fbx model to avoid negative scaling
Ensuring 'server cull' tag is set on the relevant objects inside adobe skin prefabs, some meant to be were left untagged
downsampling textures in PS for better visuals (unity's downsampling is crap)
fix for deployables socket angle rejection not working on adobe roof
fixed PTZ camera not deploying on adobe ceilings - socket tolerance issue
tweaking values to flashlights
fixed water_drum_b shadow proxy not being deleted
some changes to the roof.stone.bootom.line prefab to mitigate draw distance/LOD Bias outcomes
re-uv'd the thatched LOD1 roofs to display hay
reduced volume of wall.half and wall.low colliders
fixed roof conditional end bits being swapped L/R
fixed triangle frame gibs material definition
fixed sheet metal wall.left / wall.right conditionals
fixed incorrect shadow proxies on spiral stairs, incorrect collision offset, incorrect surface type
fixed custom normals on floor, triangle floor
fixed incorrect vertex normals on spiral stairs
fixed uv seam on wall half
merge from main/building_skins_3
adobe skin texture improvements
merge from main/building_skins_3
fixing a few roof condition issues
fixed early culling adobe floor frames
adobe skin wall logs stick out further without collision
adobe skin texture improvements
stairs spiral triangle and landing offset fix
fixed mismatch - collider displayed instead of visual mesh