6,399 Commits over 4,141 Days - 0.06cph!
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.
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.