branchrust_reboot/main/HDRP_Art_Backportcancel
556 Commits over 304 Days - 0.08cph!
Sat Dish exit road a notch longer for seamless connection with procroads
Relaxed the filter settings on Harbors as they would not find spots on custom maps due to the denser topologies (dropped cliffs/cliffside)
Re-organized autospawn monument folders to work for both procmap and custom map monument nodes
Re-worked all custom maps Arid and Snow biome. Grass proportion greatly decreased
Large and Medium size monument inserts spread less far, reducing the plains size around these monuments
Ocean side spreads further away, this fixes underwater rock formations spawning in too little water depths
Thinned out forest topologies to reduce coverage
Swamps and Icelakes added into world_setup_v3
Removed some unused monument node prefabs (icelakes and swamps) as they are spawned using old method
Tweaks to ocean material, namely opacity changes, felt too thin, also increased foam
Stables Monuments dont export biome
Removed Procmap road materials albedo tint (broke monument roads matching)
Lower AO factor on rock formations materials, match shore wetness from cliffs
Shrunk rock formations' terrain splat set radius
S2P Stables to update materials
Fixed sand dunes material being funky
Sat Dish road goes off at an angle to avoid intersections
Re-applied changes to scenes from main
Backported some layout changes from cave_small_hard from main
Tweaked rock_flat albedo
Caves terrain review + S2P
Shore wetness reduced on cliffs (Reduces LOD2-LOD3 popping), albedo multiplier reduced on cliffs and terrain
car wrecks spawn on roadside, temperate and snow variants
added arid road grass clutter (was using temperate)
Added two new roadside junkpiles types (pickup and compact car) Roadside junkpile vehicles now have white paint to differentiate from roadside rusty cars (without loot in them)
Updated decor.v3
Fixed arid cliffs materials not having biome tint on anymore, tweaked arid rock splat tint to better match
Balanced LOD and SLOD cliffs atlases and rock08/terrain rock and stones albedo to better match
Lowered AO on LOD0 Temperate Cliffs to reduce popping
Cliffs LODing distances remap on baked LOD and SLOD (felt too close)
pickup truck - adding 4 variants with LODs/Colliders/Prefabs for 7 colors total
pickup truck - removing test mesh
compact car - adding 4 variants with LODs/Colliders/Prefabs for 7 colors total - fixed paint mask tinting underbody paint
compact car - removing test mesh
new bg vehicles files backup 4 branch hop
Re-textured sedan vehicle
Started work on the proc map variant of foliage_v3
Replaced wood pickup model
Enabled parallax for terrain sample
Replaced all harvestable fallen logs with new assets
Made ocotillo and creosote bush billboards darker
Added spherical overlays to bush billboard normal maps
Billboards for arid bushes / added missing leaf sound triggers to prefabs
Spice bush and willow bush billboards
Fixed issue with standard terrain blend + shoreline wetness.
Updated dead pine prefabs / removed random rotations on X and Z axis
Pine billboards / New material for pine saplings
New billboards for beech, birch and oak trees
Fixed issue with cliff shader not getting correct biome tint.
Tweaked splat color and tiling settings on Terrain4 asset
More foliage material tweaks / increased specular settings on foliage / adjusted some tree textures
Bandit town foliage tweaks
Arid and Arctic foliage material tweaks / improved snow pine and douglas fir textures
Junkyard v2 progress - laid out trail paths and perimeter fences/barbwire
New road no pavement pieces for 22.5 and 45 degree bends
Boarded up chainlink fence prefabs (variation of originals)
Junkyard mounds uvs improvements
Cleanup, renamed new shaders