branchrust_reboot/main/ring_roadcancel
112 Commits over 61 Days - 0.08cph!
same as hdrp but on ring_road
Reduced glossiness paramter on road materials (HDRP texture backport far too glossy on main)
Enabled trilinear filtering on the new road textures
PathInterpolator.GetTangent uses Vector3.Slerp instead of Vector3.Lerp
Fixed road_asphalt_2 missing spec map assignment
Increased supermarket and gas station target count from 2 to 3
Abandoned cabins (swamp_c) is now a tier 0 monument
BaseBoat.generate_paths is false by default when running in the editor (load times)
RustNative update (plain topology terrain generation)
Deleting Linux RustNative
Updated procedural map decor placement filters to work with plain topology
Fixed plain topology terrain paint selection name
Ring road uses 8 anchor points instead of 4 (yields better shape on large maps, remains to be tested on small maps so I might fall back to 4 on those)
Slightly reduced ring road iteration step size (again, better for larger maps)
Road meshes use their path normal instead of a smoothed normal
Increased tessellation of road and river meshes
removing old textures (old runway/trail path textures and materials)
road_b textures and material tweaks
road_a redo
Renamed wasteland topology to plain (doesn't imply biome / vegetation)
Another fix for the ring road on large maps
ringroad textures and material
deleting temporary road_b textures
Renamed runway topology to wasteland
Fixed ring road on 6k maps
Cave target count is now 10
Large monument target count is now 7 (even on maps larger than 4k)
Can no longer build and deploy on roads (currently 3 wall heights vertically and 4 meters horizontally)
Only spawn prefab mountains on 5k maps or larger (4k maps need the free space to fit the new ring road + large monuments)
Added target count to monument placement scripts to avoid placing as many as possible on larger maps (TODO: needs configuring based on average 4k map monument counts)
Fixed TerrainPlacementMap starting out disabled
Roadside monument updates
PlaceMonumentsRoadside now checks TerrainPlacementMap (fixes rare edge cases where roadside monuments could overlap a road behind them)
Added RemoveChildObjectsAlongPath editor tool (useful to strip terrain anchors along path in roadside monument scenes)
Roadside monument updates
Moved gas station, supermarket and warehouse to roadside monument folder
Added ring road script and roadside monument script to procedural map scene
Give up when no solution can be found
Added "roadside" monument type and cleaned up TerrainPathConnect handling
Fixed road height on roadside monuments
Ring road / monument blocking uses TerrainPlacementMap instead of topology
Added TerrainPlacementMap (supports temporarily marking / blocking procedural placement positions without going through topologies)