branchrust_reboot/main/HDRP_Art_Backportcancel
556 Commits over 304 Days - 0.08cph!
Optimized tundra grass spawn settings in proc map
Tundra and temperate material tweaks
Texture color tweaks
Bunker room scene - prefabed the bunker room externaly and made variant prefabs where suitable
Setup shadow proxies for bunker rooms
Added foliage_procmap_v3 to World Setup prefab
Updated temperate foliage materials / lowered wind intensity / softened normals on grass and moss
Optimized spawn settings for temperate grass
Tweaked distance tiling on grass splat
enabled batching on more art
removing overgrowth scene from scene to prefab 'loop'
Prefab nesting to preserve links and enabled batching on more props
Prefabed oilrig structures to make updates easier
Shadow proxies pass on oilrigs
removing old residential buildings prefabs
shadow proxies for residential buildings, prefabed residential buildings and variants from compound to make future updating easier
tweaking shadow casters on a handfull of prefabs
Shadow proxies for Vehicle folder content - static vehicles only
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Shadow proxies for Structures folder content
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Shadow proxies for Props folder content
zero'ed transform offsets on lootcrate prefabs for the gizmo preview to be correct again
Junkyard - more splat work
Re-enabled green card puzzle
Loot spawns - Terrain Blend map
Fixed stretched UVs at the bottom of sedan wreck-junkyard variants
More Junkyard work - surroundings - topologies
Ported fridge changes to HDRP_Backport branch - This will need S2P
More junkyard progress - reviewing LOD distances- scene organizing
Floodlights_B variant of Floodlights_A without concrete/terrain base
Alternate versions of Pipe_cover_left from the launch site for Junkyard
Junkyard - update with new prefabs
Re-applied bug fixes to trainyard and cave_entrance_a
Will need a S2P for caves
Junkyard terrain splats painting - composition/framing improvements
Added the shredder and crane to the new junkyard - terrain rework to integrate it better and allow for ample room around crane to maneuver
Adding Crane magnet and Car shredder from vehicle branch
Fixed some of the new junkpiles throwing NREs - Adjusted AI obstacles
Train tracks material links
Re-applying Bandit Town changes from main - Softcore and slot machines
Re-applying Compound changes from main - Softcore and terrain filters
Removed water visibility triggers from sewer_drainwall segments (from the scene this time)
Re applying change from main - power substations radiation disabled
Re-applying changes to procmap from main - tunnels scripts
More junkyard set dressing
junkyard level design progress
junkyard car stacks prefab collection
extra materials for gas station extension rusty variant
procmap roads van wreck prefabs
Van vehicle prefab variants
Van vehicle files - models/colliders/textures/materials