branchrust_reboot/main/terrain-improvementscancel
207 Commits over 31 Days - 0.28cph!
Decor parameters & scene stuff
Terrain shader consolidation mega merge; removed deprecated terrain shaders, now using only one; reorganized
PVT merged 4 cache textures into 1; better TerrainExtension integration; now enabled via keyword toggle
Deprecated PVT_Terrain, moved functionality to TerrainTexturing; lowest quality base texture now works on legacy mode as well
Changed Terrain_Color to Terrain_Alpha; updated shaders from 4 chan color to 1 chan alpha
Updated TestLevel; Procedural Map updated via script
Updated LegacyLevel to work with latest changes
Fixed terrain splat biome-based tinting
Fixed black terrain when enabling PVT on OSX
Fixed parallax in PVT mode
Changed splat mapping algorithm to take advantage of the new biome coloring (still some broken stuff to iron out)
Added test mountain prefab
Updated RustNative
Updated noise bindings
Updated heightmap generation
Porting over a shitton of new assets to the procedural map
Cleaning up some shit
More cleanup, object layer adjustments (static rocks that should receive grass are now on terrain layer)
Align swimming decor to world up vector
Removed noise from alpha setter
Cleaned up some code
Exposed some alignment options in all procedural placement scripts
Fixed an issue where terrain anchors would reject suitable positions
Added micro cliffs (no reason to feel bad, cliffs - I've been told size doesn't matter)
Allowed grass to grow on top of caves
Fixed mountain prefab
Fixed that the terrain raycasting step would override some snow
Tweaked some terrain raycasting parameters
Ported the new cliff assets to the procedural map
Ported new overhang assets to the procedural map
Tweaked micro cliff placement
Made forests in the temperate and arctic biomes bigger
Tweaked sand splat mapping
Grass placement rule tweak
Refactored ProceduralComponent system to use two passes (pre pass and final pass)
Increased river vertex count
Generate river mesh in procedural final pass
Apply terrain modifiers, terrain anchors and decor components before instantiating the prefab
Removed some hacky code that's no longer required from the decor and monument placement scripts
Tweaked path side placement
Roadside / riverside tweak
Removed default normal alignment and rotation randomization from clutter scripts
Updated clutter prefabs (need to align to normal via decor components now)
Tedious resource prefab updates, fixing some minor issues in the process
River splat mapping tweak
Removed some deprecated code from SpawnFilter
Tweaked prefab mountain scale
Retired the concept of overlay splats (there are smarter ways)
Added generic versions of the rock materials (those are the ones that will be parameter-adjusted using property blocks)
Rock prefab updates and tweaks
Terrain raycast tweaks
Fixed `server.seed 111111111` resulting in seed `111111112` and various related issues