branchrust_reboot/main/hdrpcancel
1,773 Commits over 489 Days - 0.15cph!
Rebaked rock formations
Added data maps
Optimized geometry
Material links fixes and misc
Updated underwater rock formations terrain modifiers to prevent plants spawning inside rocks
Floating junkpiles material links fixes
Underwater plants density reduced 66%
deleting unused normal maps and subsurface scattering maps
Updated some of the vegetation left to the packed foliage shader
removed clone entry in foliage.v3
fixed filters of underwater rock formations (spawned over the water line)
Better riversource placement
removing '_new' from Hapis and Savas maps/folders
Big v2 assets removal, renamed what is kept into v3 folders, deleted now unused files/scenes
train track textures update to match new terrain gravel
deleting now unused models/prefabs and overgrowth atlas textures
Upgraded old overgrowth models and prefabs to use our latest prettier textures (spicebush, willowbush, ground plants and pine saplings)
Prefab'ed procmap's world setup
Replaced old cliffs placement scripts with the new ones
Procmap now uses foliage.v3 and decor.v3
fixed medium monuments stall
Pine saplings LODs / prefabs / billboards
Dead pines / LODs / COL / prefab setup
Tweaked the size of all trees in spawn v3 folders to be more realistic
Tweaks to decor.v3 and spawn.v3 prefabs
Various other foliage tweaks
Some fixes to trainyard, splat painting adjustments around cliffs
Removing missing scripts from prefabs/scenes
Scene2Prefab
Monuments HDRP upgrade (sewer branch, trainyard, water treatment plant, swamps, water wells)
Monuments HDRP upgrade (powerplant, satdish, sewer branch(wip))
Monuments HDRP upgrade (power sub stations)
Monuments HDRP upgrade (quarries)
Removed old lighting prefab used in monument scenes
Monuments HDRP upgrade (ice lakes, lighthouse, harbor1, military tunnels, compound, bandit town)
Decentralizing rocks/cliff placement from certain scenes into nested prefabs to avoid data loss in the future
Added missing monument topology to caves
Caves: fixed severed prefabs, redid the occlusion volume stuff as a result in those scenes.
Caves and caves dressing scene2prefab
New pine tree saplings
Dead pine trees
Merge from hdrp/hdrp-7.2.0
redo of rock_wall_gravel mesh (used for cave ladders)
Updated cave_roots_ivy assets to HDRP
Caves cliffs dressing with the new cliffs - managed to reduce the amount of objects used compared to old stuff
modifications to caves and timber mine entrances to make meeting with terrain even easier
removed old ore vein decals - decal projectors are a bad way to handle these in retrospect, should be done using geo
Replaced old rocks prefab instances with new one in caves_dressing scene
Added small colliders to cave gravel prefabs for rare cases where stones are scaled a bit larger
Caves - more work towards converting and tuning textures/mats to new hdrp standards
Replaced old cave gravel meshes with new ones using terrain 'foliage' rocks
wrapping up remaining caves scene terrain rework
Split textures up slightly because it's 2020 and you still get texture corruption in Unity if a bundle is over 4gb
cave_large_sewers_hard, cave_large_medium, cave_medium_easy scene terrain rework
textures tweaks/add/remove - further cleanup on the way this week