branchrust_reboot/main/world_update_2cancel
549 Commits over 61 Days - 0.38cph!
Also remove water caustics where ocean is culled
Removed shore wetness from canyons (again, accidentally reverted)
AddToWaterMap correctly handles cases where lakes sit lower than the ocean
Don't render ocean where lakes are (determined by lake topology)
Made underwater checks more stringent on divesites
Added terrain wetness around rivers and lakes
Fixed terrain wetness displaying in canyons
Fixed lakes not displaying on map
Made the way water is displayed on map slightly nicer by taking distance to shore into account, not just depth
Fixed rivers having the lake instead of river water body type set
Fixed rivers ending too soon when getting close to the ocean (regression from all the recent changes)
Fixed river splat sometimes going crazy where rivers flow into the ocean
Fixed harbors overlapping rivers
Support underwater effects in lakes
Using mountain topology to reject monuments inside canyons as that is about the only one that will leave cliffs, decor and forests intact
Changed monument spawn filters in world setup prefab
Fixed canyon water carving volumes being culled too early
Fixed some artifacts from river terrain adjustments
Rivers have more momentum when colliding with terrain, carving into it more visibly
Rivers start out much thinner as a creek
Rivers widen at their end as they flow into the ocean
Radioactive Water -> World Update 2
Radioative Water -> World Update 2
Improved ground contact on divesite rocks/props being off the ground
Tightened the Oasis blendmaps, water surface volumes. Also added a monument topology to them so rail and roads piss off
Add nav mesh obstacles to the water bodies in new monuments to stop animals getting underwater
Adjust water depth socket mod to work better in lakes, should allow water pump placement in lakes
Added prevent build volumes to buoys and divesites
Divesite underwater check
removed splat set nodes from coastal cliffs
Fixed explosives not playing their underwater effect when they detonate under the lake
Added a system to block water pump placement in swimming pools but still allow it in natural water sources like lakes
Fixed dropped items not sinking properly like they do in the ocean (will need a S2P, I'll just do all of them at the end of the day)
Fixed not being able to fill water containers from lakes and oases
S2P all new water monuments
Fixed being unable to drink from lakes and oases
Update manifest, delete some old meta files and fix lake A alpha texture not importing
Radioactive Water (missing manifest) -> World Update 2
Radioactive Water -> World Update 2
Cliffs 2nd UV channel
Detail maps
Large scale diffuse tweaks
more fish shoals, tweaked fish_shoal_small pivot as it was offset
Adjust terrain anchors on all 3 new divesites
Swap divesites over to prefab
Remove Scene2Prefab
Resetup populations
Delete autospawn folder
cleaing up divesite. collision and lods
lobster trap and boat lods and collision. starfish and crab, set dressing
unpacked prefabs for divesite
DoPrepare to get an id on the new divesite prefabs
Cleared out divesite_a and c replicas
Updated manifest
Re-added to populations to ensure proc gen spawning for the new prefab paths
splite divesites off to their own scenes so we dont get as many conflicts. Renamed new A B and C to D E and F as we have old ABCs, relinked broken rocket materials on divesite E, ran scene to prefab on D E and F
more seaweed placement. plane lods