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40 Commits over 61 Days - 0.03cph!

19 Days Ago
Fixed issues with world networking (introduced with monument_prioritization)
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19 Days Ago
Merge from monument_prioritization
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20 Days Ago
Don't spawn harbors in tight places where they end up adjusting the coastline opposite to them (looks bad, leads to glitchy topologies)
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25 Days Ago
Fixed another edge case that could make rivers overlap each other
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25 Days Ago
Fixed harbors and fishing villages spawning at ridiculous slopes
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27 Days Ago
Merge from backport_bugfixes
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46 Days Ago
Fixed server NRE in BiomeVisuals, added comment to explain why this even exists on the server
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47 Days Ago
Added CollateTrainTracks to Barren (should resolve train track issues)
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48 Days Ago
Added train tunnels to Barren, plus some other fixes
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54 Days Ago
Cherry picking 60804, 60805 and 60808 (tree LOD fixes)
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54 Days Ago
Added BiomeVisuals script (selects a child object based on biome, destroys the others, only works with static decor for now)
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54 Days Ago
Server compile fix
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2 Months Ago
Fixed SpawnHandler.Refresh not working right
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2 Months Ago
Fixed "generate textures" being an order of magnitude slower than it needs to be
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2 Months Ago
Applying MergeFromMain_2021_04_06
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3 Months Ago
Updated terrain anchors of the satellite dish, sphere tank and sewer branch monuments
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3 Months Ago
Monuments now try to maximize the distance between themselves and monuments of other monument types (instead of only doing that for monuments of the same type)
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3 Months Ago
Updated CraggyIsland "Alistairs Rock" with a custom collision mesh that has mesh metrics of 1 (test to see if that fixes the collision issues)
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3 Months Ago
Procedural and community maps are now allowed to use 4k heightmaps
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3 Months Ago
TerrainHeightMap.GetHeight01 is more accurate on meshes that were added to the height map via AddToHeightMap (but unfortunately slightly less accurate for the actual terrain mesh)
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3 Months Ago
Better terrain normal calculation
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3 Months Ago
Explicitly assigning bundle to all the cliff / rock collider meshes
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3 Months Ago
Import options for cliffs colliders: normals set to import
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3 Months Ago
Enabled AddToHeightMap.DestroyGameObject on the cliff heightmap proxy colliders
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3 Months Ago
FoliagePlacement cleanup
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3 Months Ago
Compile fix
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3 Months Ago
Cleaned up fake Steam ID toggle menu item
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3 Months Ago
Added "Debug/Sticky Gizmos" toggle to globally toggle sticky gizmos
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3 Months Ago
Added DestroyGameObject checkbox to AddToHeightMap (to remove proxy meshes after placement)
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3 Months Ago
Fixed cliffs not spawning on steep terrain next to rivers / roads
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3 Months Ago
Removed GenerateCliffSplat since it overwrites the artist-managed cliff splat adjustments
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3 Months Ago
Better terrain normal map around cliffs, part 2
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3 Months Ago
Better terrain normal map around cliffs (probably)
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3 Months Ago
Better GenerateCliffTopology
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3 Months Ago
Updated "World Setup" prefab to better handle cliff topology & splat
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3 Months Ago
RustNative update (got rid of cliff / rock splat in splat map first pass)
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3 Months Ago
Fixed missing cliff / building topology filter on lots of the new foliage for the procedural map
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3 Months Ago
Added support for tunnel entrances inside monuments No longer spawn tunnel entrances next to monuments that already have a tunnel entrance
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3 Months Ago
RustNative update (HDRP backport terrain heightmap baseline to fix coastal cliff and beach spawn issues while attempting to roughly maintain current inland heightmap)
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3 Months Ago
ProceduralMapEmpty test scene for just the heightmaps
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