branchrust_reboot/main/world_update_2cancel

549 Commits over 61 Days - 0.38cph!

1 Year Ago
Updated canyons clutter topology to contain the bottom of canyon surface for ore node spawns Updated canyon scenes
1 Year Ago
Disabled ToggleVisiblityTrigger on canyon volumes (WaterCullingVolume should handle the visuals)
1 Year Ago
Fixed fishing not working in the new lakes and oasis's See new LakeWaterBody prefab
1 Year Ago
more foliage
1 Year Ago
Radtown S2P: Fixed an odd looking hotspot in the flickering fluorescent.
1 Year Ago
Radtown S2P: Distance flare range adjustments.
1 Year Ago
Radtown S2P: Some lights stay on 24/7 Fixed script incompability breaking the fluorescent emissive material flicker
1 Year Ago
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.
1 Year Ago
New Divesite Spawns -> World Update 2
1 Year Ago
missing alpha texture lake_a
1 Year Ago
added meshcull (15m) to seaweedplane prefab, tweaked max salmon size down to 3 from 4, divesite_e more foliage
1 Year Ago
new rocks, seaweed dressing, decals, seaweedplane placement and made prefab
1 Year Ago
Compile fix
1 Year Ago
boat vertex colour, fish shoal tweaks, a lot of set dressing and balancing
1 Year Ago
Merge from main
1 Year Ago
Fixed another TerrainTexturing error while in edit mode
1 Year Ago
adding seaweed
1 Year Ago
Fixed TerrainTexturing error while in edit mode
1 Year Ago
Merge from main
1 Year Ago
changed rocks
1 Year Ago
renamed to divesite e, added rope, barrels, fish shoal, set dressing
1 Year Ago
improved the ocean culling volumes in canyons to reach higher and wider for cases where ocean spawns higher
1 Year Ago
Fixed water overlay post effect getting stuck at NaN weight in playground scene
1 Year Ago
Bakes and coliders for all hill cliffs Prefabs tweaks Material tweaks for all cliffs Added temp mesh culling
1 Year Ago
divesite small b wip
1 Year Ago
ue_canyon_b meta
1 Year Ago
fixed rotations on jutting cliffs prefabs
1 Year Ago
temp prefab so we can work on the same scene
1 Year Ago
More merge fixes
1 Year Ago
Merge from Underwater_divesites for latest art changes
1 Year Ago
Merge from temperate_cliff_rework for latest art changes
1 Year Ago
Restoring all properties in RustStandardShaderGUI that were deleted in 102165 merge (cc vince / damian)
1 Year Ago
disabled shadow proxies on Launch site factory prefabs, walkways prefabs converted remaining walkway prefabs to MeshLOD
1 Year Ago
nope - doesn't work
1 Year Ago
playing with shadow proxies for master house shadow flicker
1 Year Ago
fixed cctv name spelling mistake
1 Year Ago
merge from cliffs
1 Year Ago
hid the barrier at the gates as it often floats on some seeds
1 Year Ago
radtown s2p
1 Year Ago
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
1 Year Ago
reset scale variance on wood log pile
1 Year Ago
spawn legacy wood log piles in all biomes plz
1 Year Ago
manifest
1 Year Ago
Cherry picking 102178, 102182 and 102183 from world_update
1 Year Ago
Merge from radtown_redux
1 Year Ago
Merge from OceanWreckBuoy
1 Year Ago
Merge from legacy_wood_log_pile
1 Year Ago
Merge from Underwater_divesites
1 Year Ago
Merge from temperate_cliff_rework