branchrust_reboot/main/procedural_cavescancel
28 Commits over 457 Days - 0.00cph!
Tweaked MaxDepth and MaxFloor for caves in World Setup
Underground environment volumes now forced underground during placement
Underground and building environment volumes now prevent overlaps during placement
MaxDepth, MaxFloor, MaxCount are set in inspector
More prefab work (dungeon volumes, environment volumes)
Procedural cave piece tweaks
Removed well_a, b and c pieces from procedural caves since they cannot be climbed back up
More procedural cave piece prefab setup
GenerateDungeonBase / AIInformationZone NRE exception fixes when some stuff isn't set
Added procedural cave generation to World Setup
Added TerrainPathConnect to procedural cave entrances
Added InfrastructureType.Cave
Initial socket setup for the cave pieces
Initial sockets for procedural cave entrances
Removing old cave prefabs, disabling Scene2Prefab on old cave scenes
Merge from rail_network_link (to avoid merge conflicts later)
killed shadow proxies on cave segments - needs deep S2P
set dressing and polish around cave_procedural_entrance_c
cave_entrance_c LODs, hull, collider meshes
some set dressing
S2P relevant cave scenes
arid variant of cliff_low_arc_overhang
added biome visuals version of the prefab in procedural cave entrances
better collisions for the cliff_low_arc_overhang type (used mostly on hapis and cave entrances)
Made cave exterior cliffs swap to arid versions when spawning in arid biome with BiomeVisuals
fixed a whole bunch of environment volume transition quality
ocean water doesnt pop in and out of view anymore when transitionning inside and outside caves
overall polish
Adding cave_procedural_entrance_c variation
Adding cave_entrance_c model - purpose is to offer an entrance that aims into the hillside for proc gen caves to come
Adding cave_procedural_entrance_b variation
procedural_cave_entrance_a tweaking terrain parameters and topologies - getting pretty seamless
procedural_cave_entrance_a tweaking terrain parameters and topologies, trying to integrate into terrain hillside as seamlessly as possible
adding a test map that only loads caves and environment for quick iterating
procedural_cave_entrance_a scene and basic setup