717 Commits over 4,110 Days - 0.01cph!
Actual iceberg metas this time.
Backup committing a few lookup tables.
Colour grading for TODs and biomes.
Temporarily deactivated the slightly broken horizon clouds.
Minor spec tweaks on skin.
Made the sun more sunny and HDRy. Adjusted the lens dirt effect to compensate.
Fixed the colour mismatch on forest 4 billboards.
Bunch of biome specific environmental parameters. For example, deserts are no longer super cloudy!
Slight snow biome colour tweak.
PBR'ed the lantern, and made it glow again.
Tweaked and/or moved 27 things to the standard shader for better consistency.
Improved the lantern light and flicker effect. Also made it stop self-shadowing so awkwardly.
Killed the last walking tree.
Improved the distant texture scaling on terrain. Aka. no more massive ground textures.
Biome-specific grass textures for Andre.
Terrain shading debug props.
Zeroed the testlevel water.
Backup committing a small & messy temp Speedtree test folder. My god, it's full of files.
Small change to the sun flare colour.
3 speedtree forest types. Right now they have a bunch of redundant mats (one set for each minor tree variant) that we can collapse together later.
Data files for 2 more Speedtree forest types.
Field trees are now speedtree.
Removed old field trees from the spawn list.
Added wind to ProcmapSmall.
Fixed the blurry rock 13_snow.
Made the wood yield from a tree proportional to its size.
Updated the rock inventory icon. That's great. This game will be good now.
Improved the snow blending.
Fixed the desert grass tone
Forest 5 spawning again. Pretty crappy at the moment, but not for long.
Slight adjustments on forest 5 and 6.
Wind speed now varies depending on your location and the time of day.
Backup committing WIP files.
A metric ton of forest/tree changes. Still WIP, but the most glaring forest issues should be fixed. Lots of ST optimizations as well. Note: Only running a single variant per tree species, for the time being.
Cleaned up obsolete tree files.