branchrust_reboot/main/save116/procgencancel
28 Commits over 31 Days - 0.04cph!
Forest rock clutter and bushes
River source prefab adds decor topology
Various splat mapping improvements
Cliff mesh variety and visual improvements
Tweaked waterside rock terrain adjustment
Prefab mountain topology updates
Fixed regression that caused rocks to occasionally overlap roads
Randomize road width slightly
Rivers react to obstacles in a more natural way
Reduced river and road vertex count slightly
Fixed riverside and roadside topologies reaching too far around rivers and roads
Tweaked river and road splat adjustment fade
Fixed rivers sometimes randomly failing to be added to the water map (physics weirdness)
Added normal smoothing factor to road and river meshes
Fixed mesh normal discontinuities when rivers and roads have to be split for collider perf
First terrain splat pass no longer calculates slope
Road and river side cliff topology
Clutter topology generation in its own script
Fix for incorrect cliff topology in certain cases around mountains
Add micro cliffs to the sides of roads and rivers when appropriate
Better river analysis (finds a near-optimum distribution)
Fully deferred cliff detection (fixes a number of splat mapping issues)
River generation improvements
Road and river terrain adjustment improvements
Micro cliff placement improvements
Fixed river source prefab being on the wrong physics layer
Fixed floaty rocks on river source prefab
Vegetation scale adjustments
Procedural bush placement reboot
Bushes spawn around rock clusters and forests
Bushes spawn along the beach-grass transition (rather than all over the beach)
Ores always spawn around rock clusters (same overall count on map as before)
Ores are easier to spot (slightly bigger, always near rocks) and more grounded
Small trees spawn around rock clusters and forests