branchrust_reboot/main/hackweek_calderacancel
49 Commits over 304 Days - 0.01cph!
terrain config colors tweaks
raised lava surface fx a notch
bespoke prefabs for lava rock formations
improved procedural roads biome tint maps to cope better with extreme biomes albedos like lava biome
terrain biome transitions fixes
spawn pops
particle fx on lava lake
cherry picking
80238 refraction shader fix
caldera_fast test level running empty procmap stack
fixed surface types for lava bergs/shore meshes
removed palms trees/cacti from lava biome spawn populations
resources and biome polish
new lakeside topology to facilitate spawning decor by lava lake
Added emission to terrain splat config and shader sampling
lava lake bergs and sheets variants made from iceberg set (autospawn prefabs)
enabled stochastic tiling on lava lake
lava lake bergs and sheets variants made from iceberg set
Addes stochastic tiling option to standard-flow
Added Lake in Topology Not for most grasses as they can spawn on custom map lakes as they don't follow the same rules as procmap. This should not impact procmap visuals in any way.
tweaked lava haze damage volume down
created variants of arid decor clutter to make lava biome versions
Lava biome terrain foliage variants
lava basic damage volumes
changed lava flow map to exr
Fixed standard-flow shader + nuked spec version
custom map world stack exception, allow arid rock formation into lake topology
Added extra volcanic biome to a branch of the island to serve as pyroclastic flow/arid biome for arid monument to spawn elsewhere than the crater. Also prevented unwanted spawns inside crater by marking it as 'Lake'
lava lake model/material and flow map
adding diogo's standard flow shader <3
Caldera map solid baseline build
prefab'd the custom map world setup stack
reduced island altitude by 10%, this might help with some monuments
flattenned the crater lava area, this will allow arid monuments to spawn in the crater
volcano hill is smoother
Resolving roads being too straight
Limiting previous workaround only to listen server (so running a dedicated server inside the editor is unaffected)
Skipping BaseMountable.FixedUpdateCycle and Buoyancy.Cycle on large maps inside editor since they make the game unplayable
Commenting out AIMovePoint.FixedUpdate and AICoverPoint.FixedUpdate (significant performance impact on large maps inside editor, even when DDrawAIDataPoints is false)
Fixed ring rail and road not (or barely) finding valid paths on custom maps (this needs testing before we can apply it to main)
fixed the world setup stack
Fixed TerrainPlacementMap issues when used on custom maps
Turned arid biome into lava biome by tweaking terrain config
Some basic lighting and dressing of the core with temp meshes
Initial unity scene for Caldera, terrain and splats setup