5,764 Commits over 3,683 Days - 0.07cph!
Removing unused textures from generic textures folder
deleting old supply drop textures
turns out there were more xmas prefabs to update
removing the odd ones that shouldn't be there but keep coming back
Reduced some texture sizes
Removed some unused textures left
Disabled bonus game on pine_sapling_a to _d
Scene2Prefab - prefabs only
Re-painted topologies in some monuments to define inner trails as roads
Fixed stables enclosures not having grass in them
Remapped Festive door wreath, Door and window xmas deco
Remapped the Xmas tree models to use the tree pine texture sheet
a bunch of fixes for Dome/SatDish
Simpler material for LS terrain hill meshes
Preventing giant excavator terrain from flooding
Removed a cliff you could sometimes get under at WTP
Projector light at stables_b optimizations
Better road collision detection on some of the cliffs prefabs
nudging static windmill slightly in bandit town (vanes clipping)
merge from bandit town optims
fixed the shadow caster source for the dredge body prefab
LOD distance tweaks to swamp cabins
a few fixes and placement polish
Swamp cabins final models/prefabs
Updated scenes
progress backup - vertex painting
extra cabin material colors
streamlining lighting
lantern on a post now uses its LODs...
Bandit town level optimization first pass
First pass on new cabin models - decluttered set dressing a notch
scene 2 prefab - prefabs only
Greatly reduced small rock clutter density in all biomes and especially snow biome
Reduced max scale as well
Fixed powerplant cooling tower ladder issue
Fixed stables road points not all being set to trail
merge from volumetric light beam fix
scene 2 prefab all - prefabs only
Optimizing Distance flares culling distances
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Tundra variants of overgrowth grasses
scene 2 prefab all - prefabs only
Repainted LS splats
Most monuments now dont export grass splat to give way to snow or sand in respective biomes
Removed forest toplogy from bandit town, and reduced swamp topology surface
Caves terrain alpha map polish, draw distance overrides for a few surface visible tunnel segments to avoid seeing under terrain
River source prefab improvements
Improved how wide it covers the water mesh
Added vertical padding for edge cases where it may spawn on the edge of a cliff or highly uneven terrain
Added some detail and particle effects
Scene2Prefab - prefabs only
some more cliffs topology collision detection tweaks
Additional checks added to cliffs to avoid collisions with roads from the top of cliffs
Fixed sewer drain prefabs missing the water volumes necessary to avoid water in procgen monuments (if you need variants, make prefabs variants please)
Satellite dish - some more colliders love as we now use models in positions that are not so vanilla anymore
Moved the Satellite dish recycler to a more protected area of the level to make use of it safer
More powerplant puzzle cable accuracy
Total redo of swamp hero trees colliders
removed a stray ladder volume at WTP
merge from backport branch
prefab files for the new model variants
snow and arid overgrowth grass prefabs
early work on biome specific overgrowth meshes
changed one of the rock clutter prefab distances being too far culling