branchrust_reboot/main/HDRP_Art_Backportcancel
556 Commits over 304 Days - 0.08cph!
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
Fixed junkpile_a sedan baked LOD color being incorrect
Fixed desire trails coming too close to swamp_c revealing the water plane
some misc fixes at trainyard
improved caves terrain anchors, improved the cover over cave terrain holes
removed unfinished lighting work from cave_sewers_hard
disabled batching on junkyard mounds as it seems to break vertex alpha, impact should be low
Improved roadside wrecks LODs accuracy some more
Arid cliffs LOD3 terrain mask polish - cliffs hold up better visually and transition is less visible
made van_e LOD4 and LOD5 display where the holes in the vehicle are to prevent camping inside
further improved new sewer blocks to cope with terrain by filling in the space
Reworked Satellite dish terrain blend map, heightmap
Fixed the puzzle spawning loot incorrectly
Using alpha carve objects instead of alpha map to make holes in terrain as they seem to be more reliable
Various other fixes related
Made trees in monuments harvestable
Tweaked Junkyard to improve its spawn chances
Reduced density of large rock formations
fixed incorrect LOD distances set from editing multiple prefabs through RendererLOD on chainlink fences
Temperate cliffs LOD3 terrain mask polish - cliffs hold up better visually and transition is less visible
Stopped arctic grass from spawning on shore ice and ice lakes
Simplified ice sheets and removed floating decals
Tweaked ice sheet materials to look the same as shore ice
Imported new rebaked textures for the baked ice sheets
Updated ice sheet meshes and colliders
Tweaked world setup prefab
Fixed regression whereby Mountain would spawn on small maps
Tweaked microcliffs LOD distances and spawners
Place cliffs needs more attemps on procmap, less missed spots
Created v3_microcliff and v3_microcliff_arid to fill in the valleys with cliffs where Placecliffs doesnt go
Tweaked the rules for spawning small rock formations in the arctic so they work properly with foliage
Slightly increased the density of tundra field rocks
Enabled "preserve mip map coverage" on grass textures. This help increase alpha density over distance without having to make grass up-close too thick
Added small rocks to all biomes to spawn alongside grass
Fixed beach grass not spawning in proc map
Fixed arctic grass not spawning on plain topology
Allowed temperate grass to spawn on cliff topology to fix holes in the coverage
Various tweaks to density in all biomes
Adapted tunnel entrances to the small version inside LS, Harbors, Airfield, MT, Powerplant, WTP, Trainyard
Moving train tunnel entrances for monuments into another folder so procgen doesnt spawn them
Adding an alternate tunnel entrance for tighter spaces inside monuments
reworked launch site level to include tunnels entrance station
reworked giant excavator level to include tunnels entrance station
Updated supermarket roadsign (although it's unused (disabled) anyway)
Checked over roadsign prefabs in monuments after merges may have stomped them.
Fixed some or all roadsigns on:
powerplant
military_tunnel_1
radtown_small_3
HapisIsland
Checked and already looked good:
junkyard
compound
airwolf_compound
water_well_a
water_well_b
water_well_c
water_well_d
water_well_e
fishing_village_a
military_tunnel_hapis
small rock clutter is smaller and culls sooner