branchrust_reboot/main/world_update_2cancel
549 Commits over 61 Days - 0.38cph!
Updated canyons clutter topology to contain the bottom of canyon surface for ore node spawns
Updated canyon scenes
Disabled ToggleVisiblityTrigger on canyon volumes (WaterCullingVolume should handle the visuals)
Fixed fishing not working in the new lakes and oasis's
See new LakeWaterBody prefab
Radtown S2P:
Fixed an odd looking hotspot in the flickering fluorescent.
Radtown S2P:
Distance flare range adjustments.
Radtown S2P:
Some lights stay on 24/7
Fixed script incompability breaking the fluorescent emissive material flicker
Radtown S2P:
Fixed flickering light in main garage behaving weirdly.
Fixed a few inverted trigger volumes causing various weirdness with FX/Lighting.
Fixed the main fire shadow light teleporting to the middle of the radtown at runtime.
Fixed lobby fire not having sound and damage triggers.
Fixed wall clipped flickering at two rad barrels.
Tweaked some PFX LOD distances.
New Divesite Spawns -> World Update 2
missing alpha texture lake_a
added meshcull (15m) to seaweedplane prefab, tweaked max salmon size down to 3 from 4, divesite_e more foliage
new rocks, seaweed dressing, decals, seaweedplane placement and made prefab
boat vertex colour, fish shoal tweaks, a lot of set dressing and balancing
Fixed another TerrainTexturing error while in edit mode
Fixed TerrainTexturing error while in edit mode
renamed to divesite e, added rope, barrels, fish shoal, set dressing
improved the ocean culling volumes in canyons to reach higher and wider for cases where ocean spawns higher
Fixed water overlay post effect getting stuck at NaN weight in playground scene
Bakes and coliders for all hill cliffs
Prefabs tweaks
Material tweaks for all cliffs
Added temp mesh culling
fixed rotations on jutting cliffs prefabs
temp prefab so we can work on the same scene
Merge from Underwater_divesites for latest art changes
Merge from temperate_cliff_rework for latest art changes
Restoring all properties in RustStandardShaderGUI that were deleted in
102165 merge (cc vince / damian)
disabled shadow proxies on Launch site factory prefabs, walkways prefabs
converted remaining walkway prefabs to MeshLOD
playing with shadow proxies for master house shadow flicker
fixed cctv name spelling mistake
hid the barrier at the gates as it often floats on some seeds
cleared a blocker in master house bedroom
added back missing ceiling lights in off variants in storage building large
detached the barriers from front gates to allow AI vehicles through
cleared a wider pathway for AI vehicles to drive through town
raised mud tracks slightly to cope with procmap weirdness by the roadside
reset scale variance on wood log pile
spawn legacy wood log piles in all biomes plz
Merge from OceanWreckBuoy
Merge from legacy_wood_log_pile
Merge from Underwater_divesites
Merge from temperate_cliff_rework