branchrust_reboot/main/terrain-improvementscancel
207 Commits over 31 Days - 0.28cph!
Allowed resources to spawn on rocks that are part of the terrain
No longer prevent resources from spawning on decor topology
Optimized resource spawning, especially the initial spawn wave
Tweaked forest sizes
Grassland splat mapping tweaks
Forest splat mapping tweaks
Prefab scene placement updates
Smoothened river mesh slightly
Fixed `server.seed 111111111` resulting in seed `111111112` and various related issues
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
Retired the concept of overlay splats (there are smarter ways)
Tweaked prefab mountain scale
Removed some deprecated code from SpawnFilter
River splat mapping tweak
Tedious resource prefab updates, fixing some minor issues in the process
Removed default normal alignment and rotation randomization from clutter scripts
Updated clutter prefabs (need to align to normal via decor components now)
Roadside / riverside tweak
Tweaked path side placement
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
Grass placement rule tweak
Tweaked sand splat mapping
Made forests in the temperate and arctic biomes bigger
Tweaked micro cliff placement
Ported new overhang assets to the procedural map
Ported the new cliff assets to the procedural map
Fixed that the terrain raycasting step would override some snow
Tweaked some terrain raycasting parameters
Allowed grass to grow on top of caves
Fixed mountain prefab
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)
Align swimming decor to world up vector
More cleanup, object layer adjustments (static rocks that should receive grass are now on terrain layer)
Porting over a shitton of new assets to the procedural map
Cleaning up some shit
Updated RustNative
Updated noise bindings
Updated heightmap generation
Added test mountain prefab
Changed splat mapping algorithm to take advantage of the new biome coloring (still some broken stuff to iron out)
Fixed parallax in PVT mode