6,576 Commits over 4,202 Days - 0.07cph!
Scene stuff. Splitting rocks into snow & no snow.
Scene stuff. More snow rocks.
Auroras that suck less, and lots of little northern scene stuff.
Massive nature file restructuring and cleaning. Some new minor nature props.
Killing sneaky zombie files.
Missing mushrooms, some grass stuff.
Tiny wolf fur tweak, mushroom prefabs, fixed cliff shader detail textures.
LUT for the northern tundra.
Scene stuff for Bill, and started some impact effects.
Go home, grass_puff_1_.tga
Fixed a tree branch, and added AM to arctic camera.
Bulletholes for wood, concrete and metal. Includes a parallax shader. Also, rough impact fx progress.
Material impact FX progress backup
Merge to switch branches.
Backup commit for material FX.
Wood/metal/concrete bullet impact effects.
Forest types 3, 4, 5, 6, 7 with billboards.
Lots of rocks. Mushrooms. Some bullet impact effects (not assigned yet). Auroras temporarily everywhere, because why not.
Small tree 4-1 texture fix.
Tiny ambient light and aurora tweaks.
Forest ground texture no longer gives me eye cancer.
4x bullet impact effects on 3 material types. Previews added to TestLevel.
Getting the test branch up to date.
Fixed impact FX orientation
Tweaked some highpass ground textures for stronger blacks.
More randomization on impact effects. Larger impact plumes, for greater long distance visibility. Aurora shader changed; Now bi-colored, and slightly more dynamic. Minor TOD tweaks.
Backup commit. (Blunt & slash impact effects.)
Oversized bullethole texture fix.
Even more impact effects.
Blunt/slash/bullet impact effects for wood/metal/concrete. Cleaned up obsolete mats. Modified the spark shader so that it pops more (HDR). Added a bad temporary grass impact effect. Cleaned up the impact clutter from TestLevel.
Making rocks more consistent with terrain, WIP backup commit.
Terrain/rock visual consistency tests, because it's really bad in-game at the moment. (Posted a little picture on my twitter, if you care.)
Terrain>Rock consistency texture edits.
Improved LOD transitions on the big fat trees.
Large rocks are no longer blurry. Set proper LOD ranges for all rocks. Adjusted rock 11 to look more like the intended cluster, as opposed to a single rock.
Rock 10, you've been bad. Get in line.
New collision meshes for the big trees. Fixed some branch color mismatch.