branchrust_reboot/main/world_update_2cancel
549 Commits over 61 Days - 0.38cph!
Cliff hills / added radius to terrain filters to prevent spawning on rail
Added shadowproxies for cliffs
Large rock formations / Added radius to terrain filters to make sure they don't collide with tunnel entrances
Tweaked cliff prefabs in an attempt to fix broken grass spawn
Tweaked height mesh meta settings
burstcloth - fix to initialization of collision direction when initialized with some rotation (only come up as a problem in media prod so far)
Fixed arctic variant of cliff_jutting_d
TerrainSplatRemove skips mountain topology to avoid messing with canyon splats
Manually added cliffs to lake scenes the old fashion way
S2P launch site so the barricade mound fix gets applied
Fixed LODGroup conflict on blunderbuss world model
Added "Tools/Find/Culling Volume one way connections"
Fixed missing connections in cave_large_sewers_hard, cave_medium_hard, cave_small_medium, cave_large_sewers_hard
Fix NRE when attempting to repair an item and removing the item from the repair bench at the same time
Update conflicting prefab id on br_sphere prefab
Manifest
merge from fix_barricade_snapping -> world_update_2
Fixed mesh import settings on a bunch of divesite meshes
Fixed seaweed decal not rendering (incorrect decal layer)
Allowed foliage to spawn on cliff topology to fix blank gaps in between cliffs
Custom height map colliders for all cliffs (this should fix floating foliage issue)
radtown music missing files
radioactive_water -> world_update_2
Adjusted hill cliffs anchors to fix a gap
Pushed all hill cliffs slightly deeper to prevent similar issues
Fixed corrupted Cliff_tall_d_diff texture
Another attempt to incraese ocean render margin under terrain to prevent shore wetness from being cut off in certain edge cases
Allow underwater plants to respond to displacement using Brian's new displacement override.
Adjusted displacement planes to see if that has any effect
merge from cave-reverb-fix
Added larger radius terrain filter to avoid rivers to ice sheets
Added more terrain anchors to rock_formation_a to prevent gaps
cave_large_medium terrain check fixes
Added second ocean topology pass after all cliffs have been spawned
Large coastal rock prefab variants for the arctic biome to fix an issue where grass was being projected on top
Fixed collision issues and floating geo on cliff_jutting_d
attempt at preventing seaweeds close to coastal rocks
Changed river splat from stones to gravel
Only spawn 1 oasis on maps smaller than 4000
Don't spawn any canyons on maps smaller than 4000
Spawn 2 canyons on maps larger than or equal to 5000
Subtracting
105196 (shore margin increase) due to several regressions
added render batch scripts to seaweed clumps and increased lod distances for less pop
Added new SwapAmmoParticle class, same functionality as SwapAmmo on viewmodels but swaps a material on a particle effect
Applied to 3rd person reload effect on HCR, shells dropped will now have the correct material
Further checks on waterball splash logic to prevent a splashing through foundation edge case
More culling volume fixes in cave_medium_hard
Add harvestable layer to F1 layer tools
Fixed most rocks in divesite_d double rendering
Another possible fix for no collisions on the divesite plane