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