branchrust_reboot/main/bandit_towncancel
202 Commits over 61 Days - 0.14cph!
black bin, materials and lods like the others
Fixed impostor baking for renderers with multiple submeshes
wall light (light fixtures folder) - probably will have to adjust material/texture of the glass; it looks pretty dodge in unity
something went wrong with the textures being unassigned to the rocking chair composite material
various pots, kettle, moonshine bottle and milk churn
various signs: metal, wood and tarp
antirad pills fbx prefab etc
Fixed post-merge proc and craggy scenes
Replaced dredge with prefabs
Tweaked swamp water material
Tweaked swamp tree bark materials
Made swamp trees larger
Dredge dressing
Ladder triggers
Dredge lights
Reeds models/textures/materials/impostors
procmap reeds prefabs to replace temporary river prefabs
Cherry picked probex NRE fix from main
river reeds popuplation tweaks
individual clothes prefabs. Materials and lods
Wooden cabins
Simplified coliders
Fixed wrong material on LODs
plant pots plus pile variation, lods and materials (which also include rake and handsaw)
handsaw + plant pots meta
water lilies for swamps and lakes (models/textures/prefabs)
Fixed imposter baking bounds failing in certain cases (e.g. reeds)
Fixed potential NRE in water culling volumes
Fixed RendererLOD to ignore impostors for mesh batching (still hw instanced)
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swamp_a, b, c baseline scene files
Updated wooden walkways and cabins with new textures and meshes
Updated spawn.v2 prefab to enable trees spawning in the swamp
swamp_a initial terrain sculpt backup
plant fbx resized 200% and pivots fixed
swamp_a fully automated splat painting test splat files
kettle/milkchurn/moonshine bottle pivots fix
clothing fbx position and pivot fixes + towel mesh fix (the mesh basically had to be rotated to look correct but alas, no more)
swamp_b terrain sculpting + automated splats
Bandit town progress backup
Sofa prefab, collision and LODs + pattern variant.