branchrust_reboot/main/hdrpcancel
1,773 Commits over 489 Days - 0.15cph!
Softened terrain4.mat splat transitions on regular procmap as it doesnt handle splat weights the same as our new maps (this makes it similar to main)
spawn_v3 adjusted max entries to stop the console spam at loading
unfucking driftwood files, again
Vending machine fixes. (NPC & Player Deployed)
Lantern + flame materials tweaks
Added some missing effect materials and textures
Fixed TerrainSplatSet missing spots when there was already some of the splat present
Fixed static fire mats.
Scene backup
greybox cliffs paint snow splat as a way of debugging script
latest terrain generation
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
greybox cliffs set stone splats at their feet in a 7m radius
Missing files for arid spawn populations
Lowered density of decor_v3 rocks spawns by 75% as the new foliage rocks do a better job at quality coverage now
latest terrain generation - includes more post processing on dirt and snow splats to add fine depth to terrain
Lightpost_a & _b merge fix.
Merge fixed Compound (1/2)
Fixed instances of Bandit Town hitting the shadow limit.
Polish & S2P
latest cliff generation and cliff prefabs
foliage spawn settings, spawners
terrain foliage rocks, for stones and gravel splats
Candles don't use gigantic textures. Added translucency & mat conversion.
Standalone gas lantern conversion.
Chinese Lantern HDRP conversion w/ translucency
backup terrain foliage rock files
Annoying bug where Unity doesn't propagate prefab parameters unless you click on the instances.
Bandit town lantern improvements.
Remaining Bandit Town iteration/merge fixes.
Fixed bandit hanging on S2P
Cleaned more obsolete scripts.
Bandit town lantern.pillar emissive rework.
Stripped obsolete stuff from wooden cabin prefabs.
Bandit town merge fix 1/2
Airfield iteration & S2P
Volume tweaks