branchrust_reboot/main/terrain-improvementscancel
105 Commits over 31 Days - 0.14cph!
Merged legacy-terrain and procgen7 branches
Moved TerrainBindShaderProps functionality to TerrainMeta
Moved some code to 2x4 splats
Replaced TerrainColorMap with TerrainAlphaMap (color to be calculated from biome map)
Fixed TerrainMeta edit mode errors on terrains that don't have all components
Removed TerrainColorSet from a couple of rock prefabs (no longer required)
Removed TerrainColorSet from some prefab scenes (no longer required)
Initialize terrain alpha map with 1 if no texture to load was found
Fixed terrain bakes in LegacyLevel
Added missing TerrainColor component to LegacyLevel
Ninja-committing because Petur hasn't answered for 15 minutes and is probably dead
Reapplied fixes from commit 6783
Fixed a gazillion missing materials on autospawn rock prefabs, cave_small and river source
Made non-unique folder meta file GUID unique
Removed some missing script references
Removed TerrainTexture and TerrainOverlay constant containers
Added TerrainSplat.TEXTURES and TerrainSplat.OVERLAYS masks
Compress terrain biome texture in VRAM
Don't create terrain alpha texture mip maps
Scale rock detail texture UV tiling with object scale via property block
Refactored TerrainConfig to be generic for N splats without hardcoded splat names
Added some missing terrain texture binds
Snow is no longer treated as an overlay
Added some lightweight compression to a couple of terrain maps
Removed TerrainNormalMap (get normals from TerrainHeightMap on the fly, height map also stores normal texture now)
Removed the need for normal map decoding at level start (no more need for texture decompression hackery)
Added missing byte to float conversion to biome texture generation
Re-committing LegacyLevel scene
Fixed lighthouse LOD group component
Changed splat mapping algorithm to take advantage of the new biome coloring (still some broken stuff to iron out)
Added test mountain prefab
Updated RustNative
Updated noise bindings
Updated heightmap generation
Porting over a shitton of new assets to the procedural map
Cleaning up some shit
More cleanup, object layer adjustments (static rocks that should receive grass are now on terrain layer)
Align swimming decor to world up vector
Removed noise from alpha setter
Cleaned up some code
Exposed some alignment options in all procedural placement scripts
Fixed an issue where terrain anchors would reject suitable positions
Added micro cliffs (no reason to feel bad, cliffs - I've been told size doesn't matter)
Allowed grass to grow on top of caves
Fixed mountain prefab
Fixed that the terrain raycasting step would override some snow
Tweaked some terrain raycasting parameters
Ported the new cliff assets to the procedural map
Ported new overhang assets to the procedural map
Tweaked micro cliff placement
Made forests in the temperate and arctic biomes bigger
Tweaked sand splat mapping
Grass placement rule tweak