branchrust_reboot/main/hdrpcancel
1,773 Commits over 489 Days - 0.15cph!
Fixed crazy NRE when missing balloonCollider
DecalRotate, DecalScale are obsolete, functionality part of DecalRecycle
Deleted DecalComponent
Added treediffusion test profile to both hdrp assets
Updated ASE to 1.7.0.004 (updated to latest srp)
Updated all shaders to compile with updated template
Rebuilt Foliage shader to match our new specification
Updated oak material to match damian's test (using new base packed texture)
Tweaked foliage edge mask SF
Fixed wrong sun color in sky renderer
Replace DeferredDecal component with DecalProjector
Enable instancing on decal materials
Moved water issue render to beginFrameRendering
Disable VR/XR
Updated meta files
RP latest github 63b6c1abdc
Added in latest rp git 63b6c1abdc
Updated ignores to ignore unity package documentation/samples/tests
Deleting rp package documentation
m_ShadowUpdateMode != 0 causes array issues - so forcing to 0 on muzzleflash
Remaining bunker+sewer complex
Scene backup
Better shadow defaults on fluorescents
Scene backup.
Sewer profile fog tweak
Removed unnecesary indirect lighting modifier from base scene settings.
Panini projection back on.
Converted localised sewers murky fog to new style.
SSR minimum smoothness set back to not be 0
Airfield underground bunker complex WIP
fixed bunker.room.15.ab.prefab prop wall clipping
merged from UnpackagePipleline
Scene backup.
Fixed door prefab on wrong layer.
Airfield WIP
Prefab/localised scene setting tweaks.
Junkyard S2P
Stripped obsolete lighting from all the bunker prefabs.
Junkyard material fixes & scene prep.
Remaining trainyard conversion & s2p
Various prefab fixes.
Killed stray ambient lod light scripts from IO puzzle elements.
Foliage grass cutoff reverted to 0.5
Trainyard main building & garage
AddHDAdditionalLightData editor tool (we probably need to make this loop through scenes)
Benchmark timings in seconds instead of ms
Make sure lights have a HDAdditionalLightData component
Added BenchmarkTimer
Added extra bootstrap timings
Load filesystem first in bootstrap
Scene backup
More prefab fixes.
cacti prefabs backup
reworked ores diffuse maps
separate v3_ore spawn populations: spawning ores at bottom of cliffs meshes
Fixed collider errors on craggy's scene
Tweaks to mesh collider tool log output
Added "Switch to Collision Model" tool (MeshCollider context menu)
Tweak low quality settings
Scene backup.
Small refinery bounce fix.
AND, OR, Simple & timer switch conversions.
Coal wagon fix.
Trainyard scene setup
bespoke colliders for asset store cacti
Subfolder for localised SceneSettings
Rest of radtown 3 & Scene2Prefab
Localised murky sewer volume profile.
Prefab fix.
Arctic rock formations
Near final world setup structure