2,092 Commits over 3,014 Days - 0.03cph!
Added set terrain splat modifier to iceberg prefabs to prevent dirt from appearing on the icesheets
Updated iceberg_6 fbx to fix holes on LOD1
Baked LODs for rock_formation_medium_e
Fixed broken specular on dead pines at low shader level
Rebaked LODs on rock_formation_medium_b / original mesh was too off
Slightly tweaked some LOD4s
satellite dish scene2prefab
Updated medium rock formation prefabs
Baked LODs for medium rock formations
Slightly tweaked near AO to remove black spots on grass
Merge from tree_shadow_proxy_subtract to fix broken tree shadows when using flashlights
Better colliders for medium rock formations
Fixed mesh gap on lighthouse LOD2
Changed distance mode on lighthouse interior to prevent lodding too quickly when walking up the stairs
Lighthouse scene2prefab
Adjusted min/max scaling on forest ferns and arctic small rock formations
Adjusted materials on arctic small rock formations to make them more visible
Made ice sheet terrain modifiers bigger to prevent dirt from getting projected on the ice meshes
Arctic foliage polish
Tweaked snow splat color/gloss to prevent snow from becoming too blue at certain times of day and reduce mismatch between snow and trees
Improved arctic biome billboards
Tweaked snow color on a bunch of other objects
Slightly increased bounds on all trees to prevent spawning them too close to each other / overall density should remain the same
Lowered cluster dither on some tree spawn populations
Lowered LOD distances on all bushes
Skipped LOD0 on arctic and arid grass
Skipped LOD0 on temperate and tundra grass
Merge from foliage_optimization
Added shadow proxies to arid trees and bushes
Added shadow proxies to temperate, tundra and arctic trees
Reduced density of temp_field_small trees
Slightly reduced the density of temperate field trees
Added debris layer to BoundsCheckMask in spawn.procmap.v3 prefab to prevent bushes from intersecting too much
Reduced density of ferns and arid ferns
Reduced bush population by roughly 50 percent while trying to preserve the overall feel
Decor v3 changes / brought back river reeds that were disabled by mistake / replaced temperate ferns in arid with very short palm trees
Removed trees that were spawning in the wrong positions in some monuments
Tweaked splat overlays in arid and arctic to reduce texture repetition
Slightly darkened sand in arid to make bushes stand out less in the distance
Made forest splat in arid slightly darker because it was standing out too much
Palm tree bilboard material tweaks
Arid foliage billboard tweaks
Made ground foliage slightly darker in arid
Billboard material tweaks
Temperate bush billboards
Tweaked douglas fir and pine tree billboards
Custom billboards for temperate and tundra birch trees
Custom oak tree billboards
Improved beech tree billboards
Added some overlays to diffuse, translucency and normals to make them less flat and fake shadows
Enabled read/write on arctic grass meshes to get rid of errors
Rebaked billboards for temperate/arid trees and bushes
More foliage color/translucency tweaks tweaks
Boosted normals on trees and bushes
Made grass and forest splats slightly brighter in tundra to match foliage changes
Tweaked translucency and diffuse maps of trees and bushes. Trees should no longer look too dark at noon and should look less noisy overall.
Unified translucency intensity
Made grass slightly brighter
Removed some packed textures that got brought over from HDRP branch
Enabled global billboards only on very large bushes that should be seen from further away
Disabled global billboard on bushes