branchrust_reboot/main/ring_roadcancel

112 Commits over 61 Days - 0.08cph!

4 Years Ago
Merge from main
4 Years Ago
same as hdrp but on ring_road
4 Years Ago
Reduced glossiness paramter on road materials (HDRP texture backport far too glossy on main)
4 Years Ago
Enabled trilinear filtering on the new road textures
4 Years Ago
PathInterpolator.GetTangent uses Vector3.Slerp instead of Vector3.Lerp
4 Years Ago
Fixed road_asphalt_2 missing spec map assignment
4 Years Ago
Increased supermarket and gas station target count from 2 to 3
4 Years Ago
Abandoned cabins (swamp_c) is now a tier 0 monument
4 Years Ago
BaseBoat.generate_paths is false by default when running in the editor (load times)
4 Years Ago
RustNative update (plain topology terrain generation)
4 Years Ago
Deleting Linux RustNative
4 Years Ago
Updated procedural map decor placement filters to work with plain topology
4 Years Ago
Fixed plain topology terrain paint selection name
4 Years Ago
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)
4 Years Ago
Road meshes use their path normal instead of a smoothed normal Increased tessellation of road and river meshes
4 Years Ago
more
4 Years Ago
removing old textures (old runway/trail path textures and materials)
4 Years Ago
removing old textures
4 Years Ago
road_b textures and material tweaks road_a redo
4 Years Ago
Forgotten file
4 Years Ago
Renamed wasteland topology to plain (doesn't imply biome / vegetation)
4 Years Ago
Another fix for the ring road on large maps
4 Years Ago
ringroad textures and material
4 Years Ago
deleting temporary road_b textures
4 Years Ago
Renamed runway topology to wasteland
4 Years Ago
Fixed ring road on 6k maps
4 Years Ago
Merge from main
4 Years Ago
Cave target count is now 10
4 Years Ago
Large monument target count is now 7 (even on maps larger than 4k)
4 Years Ago
Merge from main
4 Years Ago
Can no longer build and deploy on roads (currently 3 wall heights vertically and 4 meters horizontally)
4 Years Ago
Only spawn prefab mountains on 5k maps or larger (4k maps need the free space to fit the new ring road + large monuments)
4 Years Ago
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)
4 Years Ago
Fixed TerrainPlacementMap starting out disabled
4 Years Ago
Prefab mountain updates
4 Years Ago
Roadside monument updates
4 Years Ago
PlaceMonumentsRoadside now checks TerrainPlacementMap (fixes rare edge cases where roadside monuments could overlap a road behind them)
4 Years Ago
Added RemoveChildObjectsAlongPath editor tool (useful to strip terrain anchors along path in roadside monument scenes)
4 Years Ago
Roadside monument updates
4 Years Ago
Moved gas station, supermarket and warehouse to roadside monument folder
4 Years Ago
Added ring road script and roadside monument script to procedural map scene
4 Years Ago
Merge from main
4 Years Ago
Give up when no solution can be found
4 Years Ago
Merge from main 44413
4 Years Ago
RoadTest scene update
4 Years Ago
Added "roadside" monument type and cleaned up TerrainPathConnect handling
4 Years Ago
Fixed road height on roadside monuments
4 Years Ago
Ring road / monument blocking uses TerrainPlacementMap instead of topology
4 Years Ago
Added TerrainPlacementMap (supports temporarily marking / blocking procedural placement positions without going through topologies)
4 Years Ago
Merge from main