717 Commits over 4,110 Days - 0.01cph!
Various forest prefab changes.
Slight tree mat and LOD fixes.
Less crazy god-rays during night time.
Giving directional fog another chance at life, now that we have fogged water reflections.
New C class tree species. Trees back on the resource layer. Better LOD distances for all trees.
Tree species C,E,F,G's cheaper to animate.
Backup committing chopped tree files.
Fixed the bad billboard render on E2 trees.
Less noticable dithering on tree LOD transitions.
Added chopped/broken variants of all Speedtrees.
Very roughly scaled a tree's wood yield by its size again. Maintained the same average.
Rearranged the tree prefabs to include standing & chopped variants.
Normalized wood per hit values on the different trees.
Temporarily strange terrain textures in the testlevels.
Un-breaking the testlevel terrains, and some rock/terrain consistency tweaks.
Tree fixes. Removed network sleep and rooted some other nodes.
Fixed a tree billboard colour pop.
Optimized chopped tree billboard sizes.
Tree tint variation tweaks, and slight global wind improvements.
Added the largest tree ever. Good luck chopping it down. (It will look less silly when it gets its smaller siblings.)
Wiping out forest 4 for Andre.
Let's try making the shadows dark, and the sky bright!
Committing the right file.
Some metallic reflections for the axe, hammer and icepick.
Slightly unnerfed the global reflection.
Fool me once, shame on... shame on you. Fool me... you can't get fooled again. Added a second generation bush.
Polish pass on terrain textures and blend parameters, making the ground a bit more crisp.
Fixed mysteriously missing shader assignments.
Small fix for that menu terrain that turned red.
Optimized tree collision mesh files.
Removing generated textures from the colmeshes.
Optimized tree collisions by about 40000%
Fixed the inaccurate sand normal and heightmap.
Terrain and scene file for Diogo.
Small fix for scene stuff.
Menu scene files, and water shore effect tweaks.
Music and ambient sfx files.