branchrust_reboot/main/HDRP_Art_Backport/wipe_4cancel
47 Commits over 0 Days - ∞cph!
Fixed difference between main and backport caves terrain anchors
Deleting some large unused greybox models
Removing unused textures from generic textures folder
Reduced density of temp_field_small trees
Slightly reduced the density of temperate field trees
Added debris layer to BoundsCheckMask in spawn.procmap.v3 prefab to prevent bushes from intersecting too much
Reduced density of ferns and arid ferns
Reduced bush population by roughly 50 percent while trying to preserve the overall feel
deleting old supply drop textures
turns out there were more xmas prefabs to update
removing the odd ones that shouldn't be there but keep coming back
Reduced some texture sizes
Removed some unused textures left
Disabled bonus game on pine_sapling_a to _d
Scene2Prefab - prefabs only
Disabled global billboards on all bushes for the current perf evaluation
Removing CraggyIsland_HD from bundles / build settings to make sure we're not loading stuff we don't currently need
Fixed DecorScale not applying to BushEntity
Temporarily removing HapisIsland from bundles / build settings
Decor v3 changes / brought back river reeds that were disabled by mistake / replaced temperate ferns in arid with very short palm trees
Re-painted topologies in some monuments to define inner trails as roads
Fixed stables enclosures not having grass in them
Remapped Festive door wreath, Door and window xmas deco
Remapped the Xmas tree models to use the tree pine texture sheet
Fixed fishing villages not spawning, moved mainland test to terrain checks inside harbor scene instead of PlaceMonuments script
a bunch of fixes for Dome/SatDish
Simpler material for LS terrain hill meshes
Preventing giant excavator terrain from flooding
Removed a cliff you could sometimes get under at WTP
Projector light at stables_b optimizations
Better road collision detection on some of the cliffs prefabs
nudging static windmill slightly in bandit town (vanes clipping)
merge from bandit town optims
Removed trees that were spawning in the wrong positions in some monuments
Tweaked splat overlays in arid and arctic to reduce texture repetition
Slightly darkened sand in arid to make bushes stand out less in the distance
Made forest splat in arid slightly darker because it was standing out too much
Palm tree bilboard material tweaks
Arid foliage billboard tweaks
Made ground foliage slightly darker in arid
Satellite dish road fixes
Merge from HDRP_Art_Backport
Restored billboard distance behaviour in the tree mesh quality range of 50 to 100
Fixed mesh and tree LOD settings not immediately updating all rendered meshes
Fixed incorrect LOD distances in TreeLOD when no culling stage was set (which should be the default now, trees never fully cull)
Fixed bush removal when building
Updated giant excavator topology map for better road connections