branchrust_reboot/main/HDRP_Art_Backport/wipe_3cancel
42 Commits over 0 Days - ∞cph!
scene 2 prefab - prefabs only
Rebaked billboards for temperate/arid trees and bushes
More foliage color/translucency tweaks tweaks
Boosted normals on trees and bushes
Made grass and forest splats slightly brighter in tundra to match foliage changes
Tweaked translucency and diffuse maps of trees and bushes. Trees should no longer look too dark at noon and should look less noisy overall.
Unified translucency intensity
Made grass slightly brighter
Removed some packed textures that got brought over from HDRP branch
low effort CraggyIsland rock placement - useful for testing
Bandit town NPC and turret tweaks (performance)
Fixed "Roadsigns and roadside props spawning at intersections"
Merge from HDRP_Art_backport
Added grass and decor spawners to CraggyIsland again
Greatly reduced small rock clutter density in all biomes and especially snow biome
Reduced max scale as well
Fixed powerplant cooling tower ladder issue
Fixed stables road points not all being set to trail
merge from volumetric light beam fix
Adjusted monument topology on various monuments to create smoother road connections
Fixed "Monuments with tunnel entrances in them can spawn too close to each other, causing one of the tunnel entrances to not be linked to any station"
Reduced bandit town NPCs by half
Added auto turrets
Bandit town S2P
Reapplied CCTV to dome, loot shuffle
S2P
Tweaked satellite dish loot populations
Enabled global billboards only on very large bushes that should be seen from further away
Disabled global billboard on bushes
Converted all bushes from rendererLOD to treeLOD
Set tree billboards to never cull
Greatly reduced the density of small arctic rock formations because they were preventing trees and bushes from spawning properly
Reduced the density of tree populations to be around the same number as on main (roughly 25k) / bush populations remain mostly unchanged because they need more testing
Added globalBillboard toggle to BushEntity
scene 2 prefab all - prefabs only
All bushes are now BushEntity instead of TreeEntity
Separate BushEntity (much more minimal than TreeEntity)
Optimizing Distance flares culling distances
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RustNative update (All biomes now have a unique heightmap noise type for better biome transitions / looks)
scene 2 prefab all - prefabs only
Harbors are no longer allowed to spawn on offshore islands (only on the main island)
Merge from tree_bushes_spawn_settings
RustNative update (more feature scale variety, fixed occasional odd looking hills)
Large power substations keep more distance from roads
Fixed "Rivers spawning ontop of eachother"
Applying
60624 to avoid future merge conflicts