branchrust_reboot/main/hdrpcancel
34 Commits over 152 Days - 0.01cph!
Ignore all DecorComponent that are not on the root game object (workaround for random monument scaling issues caused by child object bushes with DecorScale)
Repplying
48101 (2019.3 perf fix)
Subtracting
48101 (2019.3 perf fix) as a test to verify we are back to baseline perf without it
2019.3.3f1 ProjectVersion.txt
Cherry picking
45869 (road and river mesh tangent fix)
Updated ring road to latest (cherry picking
44685,
44993,
44994,
45065,
45068,
45082,
45462,
45463,
45575,
45576,
45577,
45596,
45597,
45598,
45619, 45664)
Merge from main/ring_road
GenerateCliffTopology works on custom maps
GenerateTerrainMesh can now be used on custom maps in the editor without modifying the terrain data asset on disk (by making a temporary copy in play mode)
TerrainHeightMap.GetHeight now interpolates along the exact triangle lines of the terrain mesh instead of approximating them as a quad
Fixed TerrainSplatSet missing spots when there was already some of the splat present
Fixed issue where PlaceCliffs would ignore filter on child prefabs
Made PlaceCliffs no longer place the same cliff piece twice in a row
These two improvements also made PlaceCliffs significantly faster
PlaceCliffs fixes and improvements
Another terrain anchor gizmo fix
Fixed terrain anchor gizmo not scaling with object scale (while the actual runtime check does)
Really don't check placement filter at all anchor positions in PlaceCliffs (only at pivot)
Don't check placement filter at all anchor positions in PlaceCliffs (only at pivot)
Added cutoff value to spawn populations
Updated terrain revamp scene to use PlaceCliffs
Added rough initial decor sockets to all v3 cliff prefabs