branchrust_reboot/main/HDRP_Art_Backportcancel
525 Commits over 304 Days - 0.07cph!
Tweaked contact shadows settings because grass was making my eyes bleed
Created proper roughness map for ground foliage
Adjusted material settings
Replaced dry grass in arctic biome with better fitting meshes
Various diffuse map adjustments / painted subtle gradients to make some plants less flat when it's overcast / lightened up parts that were too dark
Made moss use the same material as other forest plants
Removed some old meshes that were used for testing
Sewer branch changes
-shortened the road out of the monument
-fixed missing pillars in the sewer_bigroom_a collider
-chairs are interactive
LS Bag o Fixes:
- fixed missing colliders at sewers grilles
- fixed lightpost towers not being climbable everywhere
- more accurate colliders for fuel storage tanks
- fixed red pipe of death (this is a hacky fix)
- improved colliders on dirt mounds
- improved warehouse LOD3 imposter texture to be see through on windows
- improved road connection to the site
- fixed underground red pipes clipping in concrete
- potential fix for being able to use doors on the rocket side puzzle
- fixed puzzle door clipping through wall when opening, fixed some loot clipping or blocking door opening inside puzzle room
- air duct vents inside the offices cannot be seen through anymore by jumping
- fixed a gap in the LS warehouse model that gave an peeking advantage
- made chairs interactive static chairs
Foliage spawner optimization / Reduced density of some plants
Optimized all ground plant models in an attempt to remove unnecessary verts
Scaled down ground plants that were higher than 1m, they should no longer go above player's waist
More even radiation inside MT, some areas were left without any
helper colliders at sphere tank set to prevent movement layer
sphere tank stairs colliders review
tugboat and harbor crane stairs colliders review
excavator, attempt at fixing stairs bullet fail to register
harvestable roadsigns, sewer branch
reviewed cave_large_sewers
lightposts fixed regression
reviewed bunker room dressing scene
Improved oak trunk textures
Brightened up oak and beech tree billboard materials
Darkened tundra grass
Some more light fixtures texture polish
Military tunnels bundle of fixes
Spent some time improving light fixtures textures and prefabs to function as intended
Lightposts collider was incorrectly using LOD2
Various cave issues fixes
Added a ocean culling volume to cave entrances/cenotes and harbor tunnel entrances as they spawn close to water surface
Custom AddToHeightMap object for Junkyard mounds - this will fix the remaining floating foliage there
Slightly darkened tall grass in temperate
Slightly brightened willow bushes
Darkened temperate moss
Updated terrain anchors of the satellite dish, sphere tank and sewer branch monuments
Monuments now try to maximize the distance between themselves and monuments of other monument types (instead of only doing that for monuments of the same type)
deleted and re-created meta files for the cliffs '\models' folder
Re-exporting colliders one last time (if this introduces an issue we'll revert this changeset)
Tweaked the materials of temperate trees and bushes
Brightened them up slightly to make them look closer to grass at noon
Tweaked temperate grass materials and textures
Darkened grass color slightly to prevent it from getting too bright at noon
Lowered shadow bias to get rid of harsh shadows at noon, while keeping shadows at other times of day intact
Brightened temperate forest grass
Updated AO settings. Lowered thickness and increased radius of distance AO to better interact with the new foliage
Updated CraggyIsland "Alistairs Rock" with a custom collision mesh that has mesh metrics of 1 (test to see if that fixes the collision issues)
Procedural and community maps are now allowed to use 4k heightmaps
TerrainHeightMap.GetHeight01 is more accurate on meshes that were added to the height map via AddToHeightMap (but unfortunately slightly less accurate for the actual terrain mesh)
Fixed chainlink fences at sewer branch and sat dish overriding prefab LOD distances for lower values
Fixed issues with timber mine entrance in MT
re-exported cliffs after a complete scene/objects geometry+transforms reset
Continued rock investigation
tangents calculate test
Updated CraggyIsland for more testing
Better terrain normal calculation
Baked LODs for large oilrig and oilrig crane
Scene2Prefab Oilrigs and Junkyard
Explicitly assigning bundle to all the cliff / rock collider meshes
geometry reset on cliff rocks renderers and colliders
CraggyIsland tweaks for faster troubleshooting - changes under "Temp"
re-exporting cliff AddToHeightMap meshes with a UV channel
re-exporting cliff colliders with a UV channel
Import options for cliffs colliders: normals set to import
Enabled AddToHeightMap.DestroyGameObject on the cliff heightmap proxy colliders
Cleaned up fake Steam ID toggle menu item