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10,525 Commits over 4,201 Days - 0.10cph!

11 Years Ago
Scale rock detail texture UV tiling with object scale via property block
11 Years Ago
Refactored TerrainConfig to be generic for N splats without hardcoded splat names
11 Years Ago
Added some missing terrain texture binds
11 Years Ago
Snow is no longer treated as an overlay
11 Years Ago
Added some lightweight compression to a couple of terrain maps
11 Years Ago
Merge from main
11 Years Ago
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)
11 Years Ago
Added missing byte to float conversion to biome texture generation
11 Years Ago
Post-merge fixes
11 Years Ago
Re-committing LegacyLevel scene
11 Years Ago
Fixed normal map bake
11 Years Ago
Fixed lighthouse LOD group component
11 Years Ago
Increased overall brightness of the night with full moon
11 Years Ago
Added climate prefab to TestLevel
11 Years Ago
Changed splat mapping algorithm to take advantage of the new biome coloring (still some broken stuff to iron out)
11 Years Ago
Added test mountain prefab
11 Years Ago
Updated RustNative Updated noise bindings Updated heightmap generation
11 Years Ago
Porting over a shitton of new assets to the procedural map Cleaning up some shit
11 Years Ago
Merge from main
11 Years Ago
More cleanup, object layer adjustments (static rocks that should receive grass are now on terrain layer)
11 Years Ago
Align swimming decor to world up vector
11 Years Ago
Cleanup
11 Years Ago
Missing file
11 Years Ago
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)
11 Years Ago
Updated prefab scenes
11 Years Ago
Allowed grass to grow on top of caves Fixed mountain prefab
11 Years Ago
Fixed that the terrain raycasting step would override some snow Tweaked some terrain raycasting parameters
11 Years Ago
Ported the new cliff assets to the procedural map
11 Years Ago
Ported new overhang assets to the procedural map
11 Years Ago
Tweaked micro cliff placement
11 Years Ago
Made forests in the temperate and arctic biomes bigger
11 Years Ago
Tweaked sand splat mapping
11 Years Ago
Grass placement rule tweak
11 Years Ago
Refactored ProceduralComponent system to use two passes (pre pass and final pass) Increased river vertex count Generate river mesh in procedural final pass Apply terrain modifiers, terrain anchors and decor components before instantiating the prefab Removed some hacky code that's no longer required from the decor and monument placement scripts
11 Years Ago
Tweaked path side placement
11 Years Ago
Roadside / riverside tweak
11 Years Ago
Cliff topology tweaks
11 Years Ago
Rock and cliff tweaks
11 Years Ago
Removed default normal alignment and rotation randomization from clutter scripts Updated clutter prefabs (need to align to normal via decor components now)
11 Years Ago
Merge from main
11 Years Ago
Prefab updates
11 Years Ago
Tedious resource prefab updates, fixing some minor issues in the process
11 Years Ago
This didn't commit right
11 Years Ago
Radtown loot spawn fix
11 Years Ago
River splat mapping tweak
11 Years Ago
Removed some deprecated code from SpawnFilter
11 Years Ago
Tweaked prefab mountain scale
11 Years Ago
Retired the concept of overlay splats (there are smarter ways)
11 Years Ago
Added generic versions of the rock materials (those are the ones that will be parameter-adjusted using property blocks) Rock prefab updates and tweaks Terrain raycast tweaks
11 Years Ago
Fixed `server.seed 111111111` resulting in seed `111111112` and various related issues