branchrust_reboot/main/modding_prefabscancel
72 Commits over 976 Days - 0.00cph!
Switched LOD system on prefab cubes to unity's LOD as it works in screen space instead of distance, this means large blocks will cull from further away
Disabled batching (not compatible with Unity LOD) - all of these materials have GPU instancing enabled so they should still be reasonably efficient
All tiled cube prefabs now use a RendererBatch and will get culled at 150m
More material base scaling fixes. Additional tile and concrete prefabs
Added plaster tiled cubes
Additional tiled cube variants for cloth (carpet) and tiles
Fixed base scaling on tiled cube materials
Shader normals fix. Updated materials + greybox scene
Prevent building ramp and cylinder prefabs
Prevent movement sphere, ramp, and cylinder prefabs
Extra wood & cloth tiled cubes
Fixed shadow proxy for comms_tower
Added normals & spec to existing tiled materials
Merge from devlocalcoord_shader
Additional tiled cube prefabs (rock, gravel, ice, stone, etc) - still WIP
First pass at a collection of tiled cube prefabs for map makers (wood, metal, brick, concrete, etc)