717 Commits over 4,110 Days - 0.01cph!
Organizing minor secondary trees
Mismatched green on leaves125.
Temporarily added TestLevelTrees
Fixed invisible shrub prefab.
Tree testlevel env settings brought more in line with the procmap.
Killed a couple of ugly ferns, and committed some shrub wips so I don't lose them again!
Shrub textures and a little cleanup.
Fixed bad translucency on forest 4's.
More light tree and shrub files
Fixed the terrible night stars.
Backup committing a view model shader and some lantern files.
Viewmodel metal shader, glass shader, rough early lantern prefab (no light yet) for world placement and a random tree prefab.
Some lantern and light source related files.
Made the night time sky silhouette a bit more visible and less disorientating.
Sweeping terrain color changes to, among other things, get rid of the large dark brown spots. Made the grass behave better with color overlays. Toned down the AO a bit.
Lantern LOD, colmesh, sound.
Lantern animation files and some cleanup.
Improved the lantern light effect.
Building suggestion shader v2
New placement shader and prefabs.
Moved the tree billboard generation scene from art branch.
Field tree lod billboard textures
Proper billboard import settings, and cleaned up old clutter.
Field tree billboard mats and normalmap meta fix.
Calibrated the LODing on all field trees
An icon scene with more intricate rendering/lighting setup.
Burlap shader normal intensity toned down.
Ignore.conf'ing stuff used to make tree billboard normal maps.
Temporarily removed the clouds while they are bugged.
Fixed some clutter rock LOD distances. Added cacti files. Started on some desert environment settings.
Adjusted the grass to match the trees a bit better. Slight moon tweaks.
Improved the skin on first person arms, and main character model.
Added two secondary materials and textures for skin comparisons.
Suddenly the TestLevel coast is a bit chilly.
Saving a colder TOD xml for the upcoming multi-biome support.
Fixed some pink materials.
Asset files for the remaining icebergs.
Iceberg metas and normal map fixes. Toned down the water material reflection opacity, to banish the blinding holy water.