branchrust_reboot/main/tutorial_islandcancel
575 Commits over 244 Days - 0.10cph!
Split out stone nodes so they're not intersecting regular cliff geometry
Added loot barrels, more trees and some stumps
Better align map marker
Clean up loaded grass on the client
Fixed bear not spawning correctly
Fixed rotation of map icon
Manually place hemp on tutorial island
Fixed navmesh generation errors
Major cleanup, simplification and optimization to mesh-based terrain shader support
Fix up kayak tutorial stage
Delay recycling the island until the player has respawned on the island, fixes a heap of bugs and looks a lot nicer
999 more bakes to fix various vertex precision problem areas
Terrain blending now working with Mesh terrain type (e.g. cliff); fully automatic for now but requires MeshTerrainRoot script on hierarchy
Nuked "Rust/Standard Mesh Terrain" and transferred functionality to "Rust/Standard Terrain" controlled via Terrain Type drop down
Placement improvements, tutorial should now be mostly completable with new mesh
Save the baked foliage into a special mesh that just stores data.
Just baking the generated meshes to disk would take up about 250mb of memory in meshes, saving the positions straight into a serialized asset was tanking editor performance, so the positions of each foliage piece are saved as vertices in a data mesh
Load the foliage on the client when loading into the tutorial
Replicate shadow casting and layers
Added ability to load saved foliage
Copy splat settings to material
Added "Rust/Standard Mesh Terrain" for mesh-based terrains; assigned to tutorial island material w/ temp control maps
Fixed _ShadowMapTexture related errors in "Rust/Standard", possibly others
Foliage baker can now bake down the currently loaded foliage into mesh assets to be saved to disk
Merge from tutorial_island/foliage
Heli wreckage & related files.
Fixed smoothness inconsistencies in all the rock_formation_small materials.
Splat updates for 8 channels.
Scene org & heightmap polish.
First attempt at moving over the contents of the scene into the prefab
Some light scene reorg to better support this transfer in the future
First pass on a mesh export of the terrain, mostly copied terrain shader across (see Tutorial Island_mesh in scene)
Adjust size of tutorial island prefab to match new design
Also adjusted network group handling to match
Terrain>mesh converter into 3rd party
Terrain refining
Fixed some rock_formation_small_x not having shore wetness
Workbench description update
Server warnings to explain what's happening if the player ends the tutorial while god mode is active
Trees placed by hand in the editor will now display their LOD0 mesh instead of just being invisible
Close any existing tutorial modals when opening a new one
Can no longer talk to the NPC between missions
Rename scientist to survivor
Fix NRE during Kayak mission
Fix tutorial island animals from flagging as swimming (and so reducing speed) due to them currently being very close to sea level.
Set TutorialIsland MonumentNavMesh.NavMeshAgentTypeIndex to animal group so that animals bind to the navmesh correctly.
Also reduced the MonumentNavMesh extents so they don't accidentally include sea bed in some situations.
Play a bear roar sfx during the bear mission conversation
Don't play sfx for pings created by the mission objectives
Give more starting resources in base building mission
Don't turn the mission provider to face the player
Description fixes
Look at the conversation NPC's actual model head instead of the static eye position
Added an ignore terrain option to MonumentNavMesh to stop nav mesh being generated under the tutorial island