859 Commits over 853 Days - 0.04cph!
Missed lake blend texture
Increased radius of Lake C slightly to include blends and terrain splat/sculpt. Regenerated terrain anchors with new blend based script. Slightly gentler tolerances now.
Reduced blend and increased radius of Oasis B slightly so that they marry up better. Regenerated terrain anchors with new blend-based script, should be better in super hilly spots now. S2P.
Removed stray terrain tile from compound prefab. Softened splat blend slightly to improve transition in arid areas. Repainted blend to fall within radius/fade. S2P. Tested in proc map.
Updating branch; merge from main
Reduced and softened blend of Excavator. Reduced radius/fade slightly to better fit. Regenerated terrain anchors with new blend based component. S2P. Tested in proc map.
Shrank blend map to be closer to monument radius and softened blur. Bumped radius up slightly to 115m to improve terrain anchor generation. Re-generated terrain anchors with new blend-based component. S2P. Tested in procmap.
Merge from procgen_fix_icelake_placement
Bunker entrance source scene - reduced radius/fade to be closer to monument footprint. Removed unncessary paint data (out of bounds) from splat maps to clean up falloff. Reduced blend map to fade to 0 within monument radius. Propagated changes to bunker entrance a-d prefabs. Tested in procmap.
Slightly reduced radius and fade of radtown to reduce overreach. Smoothed radtown blend and pulled it in slightly where it extended past the radius. S2P. Checked in procmap.
Reduced tile size and terrain map size of jungle_ruins_d to reduce radius overhang and unused splats. Ran S2P. Reviewed changes in procmap.
Slightly lowered radius, fade, and blend map of satellite scene to stop huge radius overhang
Painted apartment complex blend to better fit inside Jacob's improved radius visualisation
Repainted apartments blend map so it falls within monument radius
Testing auto resizing apartments monument terrain tile + textures to reduce footprint
Added mesh decal component back on to lighthouse exterior to un-break edge decals. S2P.
Removed "import blend shapes" from collider meshes for lighthouse lamp damage stages - collider import settings may need checking as this got autoenabled via those.
Lighthouse - Set repairable and repaired lamp meshes to not cull
Set dressing, shell polish, wires added to Random Room Small A. Updated mani so CCTV console would work.
Fixed collider in beacon repairable to not block ladder. Ran S2P.
Fixed hole in lighthouse exterior mesh which was now visible with the window removed. Ran S2P.
Tiny polishy fixes to lamphouse light damage stages
Polish to damaged lighthouse lamp states, added in repeating LOD3 elements to individual LOD3s
Added components to lighthouse scene to make it playable for testing. S2P on the prefab stuff.
Added proper LOD material and textures for damaged lighthouse lamp stages
LODs and collision for each damage stage of Lighthouse Lamp. Individual damage state prefab setup.
Prefabbed up lighthouse lamp damage states, implemented states into repairable prefab. Refactored original lighthouse prefab due to unused MaterialIDs.
Broken light casing (stage 1) for lighthouse blocker
Stage 1 of broken lighthouse lamp (WIP). Removed lighthouse lamp from main monument exterior prefab/FBX.
Submitting WIP work on random room small A to switch branches
WIP work on randomised room A (cctv)
Decal pass for tiny 3x3 randomised rooms
Small 3x3 randomised rooms added (still WIP)
Small Random Room B - Generic - WIP
Wire and decal pass for Small Random Room K. Fixed broken boiler room prefab links.