branchrust_reboot/main/hdrpcancel
1,773 Commits over 489 Days - 0.15cph!
Scene backup
Bunker profile tweak
Tweaks to rock_08 albedo
Backup wip arid cliffs/formations art files
Fixed fern meshes
Added ferns to decor_v3
Better wind settings for tundra and temperate
Made tundra darker and more saturated/yellow
Launch site iteration & cullgroup WIP
Edit-mode simple and coverage flares
Ferns / made leaves less palm-like
New ferns meshes and prefabs
Pre-volume culling test backup
Scene backup.
HoboBarrel static & alwaysOn variant prefab cleanup
Launch site merge fix + iteration wip
Also unsaved stuff apparently
Junkyard iteration + merge prefab
Added Cliff_LOD shader for distant cliff LODs which retains very basic terrain blending and biome tint ability.
Updated cliff materials
Cliff LODs terrain mask textures
Added clutter topology fine noise
Sprinkled dirt splat in grass dense areas for Damian (foliage density control)
Nature/Rock/ folder re-organizing, v2 art and v3 files separated for clarity
Draw distance a tad further for new cliffs
Allow foliage rocks on decor topology
Moved position of biome tint inside cliff shader to sync visuals with Base Lit
Added LODs/Colliders/Prefabs to latest cliffs
Updated procedural cliff prefabs
Optimized ice sheet texture sizes.
Diffusion profile variants of LitBase & LitBlend4Way
Diffusion profile for ice
Icebergs & sheets converted + scene
Fixed cliff and cliff_basic_snow (terrain sampling)
Ice lakes 1-4 scenes converted.
snow_balls material uses hdrp translucency.
World stack scripts re-order
rock_14_diff tweaks (brightness)
World stack scripts re-order
Removing a load of older cliffs/deprecated cliffs meshes/materials/textures/prefabs
Tundra color correction
Various foliage spawning tweaks
Added GenerateTerrainMesh on the world stack (project_gaea)
New cliffs WIP
Simplifed Cliff shader (killed tri-planar projection and second albedo tinting, added a 'data map' slot to replace vertex colors use)
Renamed greybox folder
GenerateCliffTopology works on custom maps
Better volumes & minor iterations for Harbor 1 & 2 + s2p
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
Remaining Harbor 2 + s2p + merge prefab
Recovered charcoal_refinery
Recovered small_refinery_static changes.
Harbor 2 WIP.
Implemented Custom/StandardWithDecal shader (fix for pink board in excavator)
Harbor var1 merge fix & iteration
Road cone material using translucency again because it's cool
Gas station missing scene setup.
Gas station merge fix & iteration.
cave_steps_down.prefab fix
Some unsaved excavator apparently