branchrust_reboot/main/backport_bugfixescancel
50 Commits over 0 Days - ∞cph!
Fixed tunnel network gap when two stations were placed right next to each other and a tunnel tried to cross them (seed 1791348891 size 3500)
Fixed edge case where tunnel entrance would not connect to tunnel network (seed 598557641 size 3500)
Updated RustNative (Removed old "inland" noise since it was causing some excessively steep slopes)
Terrain anchors prefer above-ocean-level spawn altitude if possible
Baked custom LODs for all icebergs because old ones were too low quality
Iceberg scene2prefab
Deleted some legacy iceberg textures
Linked world model prefabs to rustige_egg_a and rustige_egg_b
More rocket factory scaffolding fixes
merge from tree_improvements
Fixed ceiling colliders in the rocket factory building
Fix for the rocket factory scaffolding looking flat at low shader level
Fixed mesh gaps on pipe_a set
Added set terrain splat modifier to iceberg prefabs to prevent dirt from appearing on the icesheets
Fixed several issues arising from not enough anchors on some cliff prefabs, leading to holes
Fixed gap between cliffs at ice_lake_4
Baked LODs for rock_formation_medium_e
Fixed scrappile LOD1 missing backfaces
Staggered LOD distances on the gas station buildings to avoid pop
Gas station S2P
Physically prevent Roadsign1, Roadsign2 etc from being added directly to scenes, and show a warning in the logs about what's happening (I tried to show a EditorUtility.DisplayDialog but had some issues). Spawnable now supports forced prevention if desired for anything else using it.
Update road signs to the correct type in Junkyard, Satellite_Dish, Military_Tunnel_1, MaterialTests.
Fixed sewer roadsign types
Fix negative roadsign scaling in sewer
Rebaked LODs on rock_formation_medium_b / original mesh was too off
Slightly tweaked some LOD4s
satellite dish scene2prefab
Updated medium rock formation prefabs
Baked LODs for medium rock formations
Fixed shadow proxies on train wagons
Scene2Prefab all - prefabs only
changing default display on sapling_conifer_small to temperate
Better sewer branch blend map
festive xmas wreath holly floating fix
Better colliders for medium rock formations
rocket_crane lift is r/w enabled again
fixed a segments of cave_sewers_hard not being linked inside culling volumes
replaced static signs with harvestable ones in junkyard
relinked some broken nested prefabs
created a bespoke spicebush mat for temp overgrowth with wind params that dont clip walls
supermarket - fixed some zfighting with pavement
fixed floating stone corner at water_well_a
sewer branch - painted some road topology to avoid cliffs spawns close to connection
extra terrain anchor for cliff_double_height_d
Cliffs use a collider for shooting one and for walking/thrown objects - solves a large amount of conundrums one collider alone cannot solve
committing some missing metas
Arid cliffs - more accurate colliders
Temperate cliffs - more accurate colliders
Fixed mesh gap on lighthouse LOD2
Changed distance mode on lighthouse interior to prevent lodding too quickly when walking up the stairs
Lighthouse scene2prefab
Compound - repainted building topology
baked in some road topology inside the sphere_tank monument to prevent cliffs spawning in the transition area
Much needed polish to cliffmicro and cliffmicro arid terrain anchors