branchrust_reboot/main/HDRP_Art_Backportcancel
525 Commits over 304 Days - 0.07cph!
Added "Debug/Sticky Gizmos" toggle to globally toggle sticky gizmos
Bunch of fixes for Harbor_2, LS, Powerplant, Satellite Dish, Sewer Branch, Trainyard
Some missing files
Added DestroyGameObject checkbox to AddToHeightMap (to remove proxy meshes after placement)
Fixed cliffs not spawning on steep terrain next to rivers / roads
Removed GenerateCliffSplat since it overwrites the artist-managed cliff splat adjustments
Better terrain normal map around cliffs, part 2
Better terrain normal map around cliffs (probably)
Better GenerateCliffTopology
Updated "World Setup" prefab to better handle cliff topology & splat
RustNative update (got rid of cliff / rock splat in splat map first pass)
Fixed missing cliff / building topology filter on lots of the new foliage for the procedural map
all stairs from the stairs_scaffoldings folder should let bullets through
import options for cliffs colliders set to 16bit index format and normals set to calculate
Added support for tunnel entrances inside monuments
No longer spawn tunnel entrances next to monuments that already have a tunnel entrance
Harbor dockwalls now have a long distance LOD3 to avoid the floating effect it has had
Smoother terrain anchors in excavator scene
When terrain not cooperate, make terrain eat dirt - junkyard
Blocked one way shooting on junkyard's recycler roof, fixed floating fences at junkyard
Fixed barrels clipping at dome, improved terrain behaviour around ground objects
Military tunnels now use the train tunnels flag on their environment volumes (fixes distance light bleed)
Bumped texture res of road_a albedo
Rusty roadside vehicle LOD4 materials transition more seamless
Forgot some prefab for airfield over the weekend
mine tunnel material fix
remnant container shadow proxy tweak
fixed an incorrect cliff LOD terrain mask
arid double stack cliff prefabs
near final cliffs spawn settings, coverage is good, collision minimal and doesn't take too long
experimenting with stacked cliffs prefabs
friday fixes - airfield, satdish, dome
Fixed issue with parallax
Fixed an icesheet floating in the sky
Allowed ice sheets and shore ice to spawn on the lake topology
Scaled down all ice sheets to make them feel more realistic
Moved ice sheets further from the edge to make it easier for them to spawn
Tweaked arctic grass spawn rules to avoid growing on shore ice near lakes
RustNative update (HDRP backport terrain heightmap baseline to fix coastal cliff and beach spawn issues while attempting to roughly maintain current inland heightmap)
ProceduralMapEmpty test scene for just the heightmaps
Removed non-spawning roadsigns from the autospawn folder
Further ice sheet improvements
large warehouse shadow proxy tweaks
even better powerplant road connection
one more roadside junkpile fix
More restrictive placement for the roadside car wrecks (this doesn't fix spawning on top of each other)
moved all tunnel entrances within monuments to be in the correct range for vertical movement
small warehouse shadow proxy tweaks
various roadside junkpiles fixes
fixed gap in sewers_shrink block mesh
fixes for junkyard portacabins, outbuilding draw distance
detail colliders for the satellite dish stairs
eliminated the bug dance with terrain by flattening it all the way, heightmap really isnt precise enough to cope, boosted the draw distance of the sewer blocks as a result
removed the mirror like bit on the optical part of the dish
fixed the road floating (see line 2)
Fixed satdish sewer entrance doors and door segment culling too soon
fixed chainlink fences and brick walls distances being fucked from previous batch editing
fixed static workcart ladders
better road connections into powerplant
fixed dredge_body prefab shadowproxy being visible
reduced wind intensity on groundplants material
Improved shore ice spawn settings
Reduced density of floating ice sheets
Made shore ice spawn before small arctic rock formations
Increased viewing distance of shore ice
Removed obsolete shore ice prefabs