branchrust_reboot/main/Trainyard_updatecancel
606 Commits over 92 Days - 0.27cph!
Added PlaceMonumentsRailside and GenerateRailLayout to World Setup
GenerateRailLayout doesn't fail on rail connection nodes that are surrounded by monument topology (which is usually considered blocked for rail generation)
Added rail connection points to trainyard
Merge 🚆 -> Trainyard Update
Added trainyard temporarily to my test map
Merge Main -> Trainyard Update
Coaling tower vacuum machine LODs and colliders
Created prefab for the coaling tower vacuum machine
Split off the pipe and cable into a separate game object
GenerateRailLayout initial version (connect existing monuments to rail network, like GenerateRoadLayout for roads)
Added coaling tower collector and placed the assets in the map
Added fuel tank and scrap bin collector
Trainyard terrain sculpting splat/topology painting
Coaling tower vacuum machine texture and mesh progress
coaling tower progress - decal pass
Added a trampled_coal texture set for the floors and walls cover layer
Coaling tower vacuum machine mesh
Coaling tower vacuum machine mesh progress and WIP textures
coaling tower building intermediate update
tweaks to industrial markings textures
made the pipelines texture proper seamless on the beams tile strips
PlaceMonumentsRailside baseline
coaling tower - basic UVs - initial material setup and blend material tweaking
Updated charcoal texture / fixed specular map and tweaked resolution / reduced tilling in the charcoal_pile material and added a macro detail map
material updates following texture changes
fixed gaps in powerplant sewer drains placement
material updates following texture changes
Updated mud_a textures for new ones
Added a gravel_b set for roof gravel and general construction gravel so as to stop using the terrain one in places that dont fit
Updated charcoal textures for new ones
removed some patterning in sidewalk_b
Updated plaster_a and brick_wall_c texture, as well as the brick_wall_plasterblend material
material updates following texture changes
concrete_h +with some moss
re-made concrete_trim textures
Polished road_decals, asphalt_a, concrete_slabs, sidewalk textures with a sprinkle of gravel/moss
material updates following texture changes
re-worked texture sets
concrete_c, asphalt_a, road_decals
material updates following texture changes
missing mesh decal renderer scripts on some prefabs
material updates following texture changes
uploading re-worked texture sets
concrete_wall, sidewalk_a, sidewalk_b, concrete_slabs
reverted LightGroupAtTime
new textures for concrete_wall set
material updates following texture changes
concrete_h and concrete_h_var (puddle variant, now has its own set of maps)
merge from monument_lighting_upgrade
industrial buildings prefab updates - many were missing mesh decal renderer scripts.. a regression?
material updates following texture changes
uploading re-worked texture sets
stair_ladders, concrete_f, concrete_a, concrete_d, concrete_b, concrete_g