branchrust_reboot/main/HDRP_Art_Backport/backport_bug_fixescancel
63 Commits over 0 Days - ∞cph!
Repainted LS splats
Most monuments now dont export grass splat to give way to snow or sand in respective biomes
Removed forest toplogy from bandit town, and reduced swamp topology surface
Caves terrain alpha map polish, draw distance overrides for a few surface visible tunnel segments to avoid seeing under terrain
River source prefab improvements
Improved how wide it covers the water mesh
Added vertical padding for edge cases where it may spawn on the edge of a cliff or highly uneven terrain
Added some detail and particle effects
Prevented arid foliage from spawning underwater
Tundra moss will now use the same material as grass
Scene2Prefab - prefabs only
some more cliffs topology collision detection tweaks
Additional checks added to cliffs to avoid collisions with roads from the top of cliffs
Fixed sewer drain prefabs missing the water volumes necessary to avoid water in procgen monuments (if you need variants, make prefabs variants please)
Satellite dish - some more colliders love as we now use models in positions that are not so vanilla anymore
Moved the Satellite dish recycler to a more protected area of the level to make use of it safer
More powerplant puzzle cable accuracy
Total redo of swamp hero trees colliders
merge from HDRP_Art_Backport
removed a stray ladder volume at WTP
merge from backport branch
changed one of the rock clutter prefab distances being too far culling
Scene2Prefab - prefabs only
Moved/Renamed content for clarity
Removing unused content/cleanup
level asset files that got changed
re-linking slots in materials that have connections to old textures that will be deleted
Assigning correct terrain material to remaining scenes still using 'terrain4'
grounds less floaty at sewer branch
Fixing some issues with shadow proxies on supermarket/sewers/gas station, mainly reverting to higher definition casters
LS warehouse distant LOD backface culling off
fixed stone splat snow material biome tint tinting the snow and using old snow textures
Removed roadside wrecks from decor_v3 as it doesnt allow to do collision detection
Moved roadside wrecks to the world stack prefab
procmap_debug test level - test bed for roadside wrecks backup
colliders read/write spam fix
more LS/Powerplant debug
shopkeeper item throw fix needed a second S2P because nested
Scene 2 prefab - prefabs only
repainted forest toplogy on swamps - slight rework on monument topology on swamp_c (the one with trail connections)
MT - More progressive environment volumes when entering/leaving tunnel entrance
Attempt to fix collision leaving entering some caves
Fixed Powerplant puzzle wires floating
Fixed Sat dish offset on a dish3 LOD0
Added glass colliders to static workcart
Cliffs and micro cliffs now check for powerline topology on top of road topology
Roadside vehicles use aiobstacle to prevent animals running through them, also use terrain filters in an attempt to do collision detection when spawned
Oilrig interior mesh uses the correct collider, import settings were incorrect for it, lengthened underwater pipes
Attempt to prevent thrown items falling into shops at bandit camp
LS - reworked terrain to make it cooperate with the underground tunnels better
WTP - reworked terrain to help with fallen objects, fixed a gap with sewers tunnels that could lead to antihack kicking in
loot barrels gibs material override review
Workshop scene rework - cleanup
Workshop scene rework - progress backup
Adding old CraggyIsland back for programmers, artists, use the HD version
renamed CraggyIsland to CraggyIsland_HD
added water culling volume at trainyard
sphere tank minor tweaks to barrel spawner
Make marker data a ServerComponent
Compile fixes
Converted TreeMarker Data into a PrefabAttribute, migrated all existing data (swamp trees)
Improvements to tree marker generation process:
-now works when right clicking trees in assets view (also with multi-select)
-improved default arc settings and applied them by default when making new tree markers
-improved visualisation of arc settings in scene view
-fixed generation issues when tree is offset in prefab
cliffs and microcliffs now perform checks against road topology collision
Fixed missing colliders on metal beams in the abandoned lighthouse
Fixed gaps in the shipping containers
Tweaked containers textures / materials to make them less noisy
fixed ability to jump inside covered ch47
fixed medium rock formation anchors pivot not being offset to scale right
swamps, shrunk the water bodies to better fit procmap, avoid cases of floating water bodies
fixed floating cliff at WTP and sharpened the terrain blend map around it
crates at airfield display until network range as they are pretty much the only covers out there
re-setting LOD draw distances on power substations prefabs