branchrust_reboot/main/dungeon_art_3/natural_cavescancel
103 Commits over 30 Days - 0.14cph!
Natural Caves greybox set progress (models, calibration)
Caves - more puzzle rooms greybox
Caves - Stalagmites/tites textures/models/LODs/COLs and prefabs
rock flat texture set (for cave floors)
Slide/jump decal textures
irradiated sacs textures
rock_ledge model/textures/LODs/COL/Prefab
cherry picking diogo's fix to 4way blend
Moving stuff
Cave gravel models/Prefabs
Cave small rocks prefabs
Material tweaks, dressing
Cave roots and ivy: texture set/material
trying to untangle crap 1
trying to untangle crap 2
progress - vertex painting
cherrypicking the deferred decal shader fix
cherrypicking the deferred decal shader fix
Ore veins WIP textures and decal prefabs (gold and uranium)
Glow worms textures and test models
Adding cave dressing scene
more ivy models
building allowed guide models and prefabs
Cave jumping puzzles prefabs
Updated caves prefabs with terrain triggers/ambient volumes/sound reverbs
Convex hulls models for prevent building volumes
Setup & prefab update
painstakingly moving decals into my prefabs without gizmos :'((((
bucket lift shaft greybox
caves temporary colliders
prefabs update/ backup
better pivots placements for most caves, re-arranged prefabs, aligned exits verts in all rooms
Merge from water-vis-trigger
Cherry picked water collider gathering fix
Added water visibility volumes to natural cave blocks
4 new cave blocks - models/hulls/colliders