branchrust_reboot/main/world_update_2cancel
549 Commits over 61 Days - 0.38cph!
Aurora & lightning iteration +optimization.
Improved rain visuals immensely.
Merge from /naturetonetests:
-Very mild ground_plants, mushroom, hemp and potato mat tweaks for color consistency & harmony.
-Optimized wood piles
-Adjusted some tree MIPs for a less blocky look from a distance.
radtown_npc_drivethrough -> world_update_2
radtown_npc_drivethrough -> world_update_2
Fixed ocean water depth on map sometimes being misleading
Added configurable SpawnFilterMode to PlaceCliffs, PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise
Smoothed biome temperature curves so that temp no longer briefly dips right before it starts to rise.
Adjustments to aerial density for the new grading. Less hazy at a distance.
Lowered it at night too. Makes anti-gamma range a little better.
Rock_formation_huge
Created all variants, LODs, colliders, prefabs and baked LODs
world_update_2/logpile_fixes -> world_update_2
fixed bird shit decal projecting on decal layer0
world_update_2/radioactive_water -> world_update_2
Merge radioactive_water -> world_update_2
Radtown no build increased
Dropzone position change
S2P
Improved terrain blending in areas where rivers flow into the ocean
Added GenerateOceanTopology to refresh ocean topology after all monuments have been placed (fixes missing water near harbors / ferry terminal)
Shrunk swamps a/b/c terrain usage to allow for a larger buffer for terrain blend map
Reprocessed terrain blend maps for those
Frontier hazmat LOD2 excludes burst cloth bones
Increased tunic controller LOD distance
Properly handle origin/simspace delta accumulation when BurstCloth is re-enabled
Improved icelakes blend map textures
PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise can now all have their TerrainAnchorMode adjusted
Merge from world_update_2/waterwell_update
Spawn populations can now specify monument types they want to avoid
Rowboats now avoid spawning in oasis
Adjusted MinDistanceSameType and MinDistanceDifferentType for canyons, lakes and oasis to take their fixed bounds into account
Added oasis and canyon monument types
Assigned correct monument types to canyons, lakes and oasis
Assigned correct monument bounds to canyons, lakes and oasis
BurstCloth - optionally allow bone transforms to reset when disabled
- also removed transform reset when re-enabled, only caused a weird jump in behaviour
Ensure shared is created in GameSetup as well as main menu system
visual_bounds_fix -> world_update_2
Subtract last merge due to project settings
visual_bounds_fix -> world_update_2
setting cliffside as 'topology not' for power substations
disabled 'check placement map' on terrain filters of radtown
Improved erosion splats
Erosion now avoids cliffs
Improved erosion distribution, simulation length and blending
Added terrain filters to radtown to detect and avoid Arid and Arctic biomes - Revert if needed
swamp trees spawn population allowed on lakeside
refined topologies in swamps and bandit town to correct the impact of painting swamp topology across the entire body of water. Now using lake to prevent tree there.
Added ProceduralMapCliff test map
world_update_2/waterwell_update -> world_update_2
merge from frontier_hazmzat_cloth_fixes
merge from wortld_update_2/dpv_fixes
Convert all the awning assets used in outpost to MeshLOD (was using LodGroup)
Merge from waterwell_update
Merge from waterwell_update (for initial playtest)
Rowboat.Population avoids "Decor" topology
separated client/server compile fix for DPV
Added RadialBlur to AlwaysIncludedShaders