branchrust_reboot/main/HDRP_Art_Backportcancel
556 Commits over 304 Days - 0.08cph!
reworked military tunnels level to include tunnels entrance station
Ground foliage spawners for tundra and temperate forests
Tweaked alpha coverage on beech and oak trees to make them softer at distance
Removed some unused spawners
Foliage.procmap.v3 update
reworked water treatment plant level to include tunnels entrance station
reworked powerplant level to include tunnels entrance station
static prop version of the workcart for monuments
updated small rocks snow material
updated small rocks snow material, test zoo scene
updated small rocks snow material
reworked airfield level to include tunnels entrance station
Fixes for cliff shaders. Particle Accumulation layer can now use manual world normal mode.
brick planters prefab variants
reworked trainyard level to include tunnels entrance station
reworked compound level to include tunnels entrance station
Proc map spawn settings for arid grass
Created proper spawn populations for arctic biome grass in proc map
Tweaked the material that is used by decor snowballs
Commiting changes adding desire trail nodes to power substation monument scenes, in case we want to make it work in the future - but it's probably not worth it for now
Added shore ice spawns to procmap
Reducing small rocks densities and it seems overkill in some areas
Tweaked train tracks metas
fixed heavy LOD popping at airfield helipad
rusty car wrecks only spawn on roadside topology part 2
enabled the snow cover on the snow small rocks material
Cliff basic tweak / cliff basic snow using particle layer
rusty car wrecks only spawn on roadside topology
Rebaked swamp hero trees impostors
Fixed backface culling for cliff shaders
Darkened dirt splat in arid biome to display desire trails better
remove workbench at junkyard
Dome jumping puzzle is easier on last step of the course, added dummy colliders to soften movement across most of the monument walkways
Created unique spawn populations for temperate forests
fixed pumjack position in WTP
Finishing lighthouse lighting and animation work
Set all new ground foliage to spawn on correct topologies / this should fix grass not spawning properly in monuments
Tweaked filter cutoff settings for tundra and temperate to improve spawning near splat transitions
matching main ore population proportions
Cliffs rely on another combination of topology to block rather than decor as that led to missing detail around them. Swamps and swamp trees now require additional conditions to spawn as they share the topology, so updated swamps and bandit camp topos
Cliffs rely on decor topology to block each other as other topologies had a negative impact on ore spawns
re-enabled particle accum layer on snow ores mats
fixed pickup truck collider not letting you reach loot inside the engine bay
Fixed Supermarket splats being mostly grass even indoors
Darkening rock splat moderately in temperate and slightly in tundra to suit terrain cliffs lighting conditions better at sunrise and sundown
Temperate grass size tweaks
Tundra distance size tweaks
Added more color variation to temperate grass texture
Temperate material tweaks
Update to temperate grass spawn settings
Deleting HDRP folder in lighting prefabs
Removing the water from sewer branch canyon in case monument spawns canyon under sea level
Shore wetness adjustments on medium rock formations - was too high
Created custom meshes for temperate and arid cliffs to serve as AddToHeightMap proxy - This greatly reduces foliage growing on the cliffs walls
Caves shadow proxies and prefabing
Large Rock formations prefabs and spawn pops
Beach medium rock formations now show on procmap
Edited World Setup