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40 Commits over 61 Days - 0.03cph!

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