branchrust_reboot/main/world_update_2cancel
17 Commits over 61 Days - 0.01cph!
changed crate spawn positions on divesite_d and divesite_e so they are higher than the seaweed until the foliage_flattening is implemented
merge from seaweed_dressing
added render batch scripts to seaweed clumps and increased lod distances for less pop
re-linked divesite prefabs, cleanup of folders
manually merged new plane and foliage in to divesite_d prefab, removed temp prefab
new divesite plane, scene dressed, added to scene/prefab. saved divesite_d_temp prefab so i can manually merge
set oceanwreckbuoys to use standard shader to fix broken shadow - thanks Ryan you're the best
more fish shoals, tweaked fish_shoal_small pivot as it was offset
lobster trap and boat lods and collision. starfish and crab, set dressing
splite divesites off to their own scenes so we dont get as many conflicts. Renamed new A B and C to D E and F as we have old ABCs, relinked broken rocket materials on divesite E, ran scene to prefab on D E and F
added meshcull (15m) to seaweedplane prefab, tweaked max salmon size down to 3 from 4, divesite_e more foliage
new rocks, seaweed dressing, decals, seaweedplane placement and made prefab
boat vertex colour, fish shoal tweaks, a lot of set dressing and balancing
renamed to divesite e, added rope, barrels, fish shoal, set dressing
temp prefab so we can work on the same scene