branchrust_reboot/prerelease/dungeon_art_4cancel
224 Commits over 123 Days - 0.08cph!
Fixed foliage not showing on editor start (bug in ST wind code)
Added global wind control via windzone
terrain grass texture tint tweaks end
Removed height params from foliage wind anim; controlled by green vcolor channel now
overgrowth tint tweaks
terrain grass texture tint alignment (works on the same colour level as overgrowth)
Added xz & y wind attenuation via vertex color rr & g
Disabled revz in editor (only needed on builds)
small draw distance fix on warehouse
Cherry picked shadow shader fixes from main
Fixed potential compile error in ST billboard
Fixed rust/std shadows not considering custom displacement
Added ST style wind support to foliage shader ("fastest" mode)
Added global_WindDirection set via wind prefab
Bunker room prefab update
Pipe variants, prefabs, LOD/COL
Bunker room LODs/COL/prefabs
Pipe/debris/industrial fixtures asset tweaks
tweaked loot placement in MT
Light prefabs with shadows
Industrial fixtures greybox
posish fix for the office occluder - airfield
Batch of occluders for rubble piles, shipping containers, modular brick/concrete walls, pipeline pipes
+ prefab setup
switching overgrowth materials to nature/foliage shader
Batch of occluders for industrial structures, sphere tank, airfield office, airfield hangars, airfield perimeter walls, powerplant cooling stacks
+ prefab setup
Improved temporal alpha dither to break pattern + touched foliage and grass shaders
Tweaked transmission and added biome tinting
Added transmission to foliage shader and stripped more unused properties
Updated speedtree shaders with transmittance params
Replaced old roadside powerboxes on procgen - removed old
Updatingsome procgen clutter
Adding a second large common bush
dock_ground_concrete material changes
concrete_h meta resize to 1024
creeping plants / flowers custom normals pass for volume
lowered cutout to .21 for distance volume