704 Commits over 3,776 Days - 0.01cph!
Tweaked the crazy strong env reflections, and reworked the hazmat suit.
One last menu layout tweak.
Minor layout tweak on main-menu.html
White text on the menu logo.
Replaced the old, broken main menu background, with a new one.
Removed the obsolete TreeBillboards scene.
Music and ambient sfx files.
Menu scene files, and water shore effect tweaks.
Small fix for scene stuff.
Terrain and scene file for Diogo.
Fixed the inaccurate sand normal and heightmap.
Optimized tree collisions by about 40000%
Removing generated textures from the colmeshes.
Optimized tree collision mesh files.
Small fix for that menu terrain that turned red.
Fixed mysteriously missing shader assignments.
Polish pass on terrain textures and blend parameters, making the ground a bit more crisp.
Fool me once, shame on... shame on you. Fool me... you can't get fooled again. Added a second generation bush.
Slightly unnerfed the global reflection.
Some metallic reflections for the axe, hammer and icepick.
Committing the right file.
Let's try making the shadows dark, and the sky bright!
Wiping out forest 4 for Andre.
Added the largest tree ever. Good luck chopping it down. (It will look less silly when it gets its smaller siblings.)
Tree tint variation tweaks, and slight global wind improvements.
Optimized chopped tree billboard sizes.
Fixed a tree billboard colour pop.
Tree fixes. Removed network sleep and rooted some other nodes.
Un-breaking the testlevel terrains, and some rock/terrain consistency tweaks.
Temporarily strange terrain textures in the testlevels.
Normalized wood per hit values on the different trees.
Rearranged the tree prefabs to include standing & chopped variants.
Very roughly scaled a tree's wood yield by its size again. Maintained the same average.
Added chopped/broken variants of all Speedtrees.
Less noticable dithering on tree LOD transitions.
Fixed the bad billboard render on E2 trees.
Backup committing chopped tree files.
Tree species C,E,F,G's cheaper to animate.
New C class tree species. Trees back on the resource layer. Better LOD distances for all trees.