8,093 Commits over 3,867 Days - 0.09cph!
Backup committing a small & messy temp Speedtree test folder. My god, it's full of files.
Zeroed the testlevel water.
Terrain shading debug props.
Biome-specific grass textures for Andre.
Improved the distant texture scaling on terrain. Aka. no more massive ground textures.
Killed the last walking tree.
Improved the lantern light and flicker effect. Also made it stop self-shadowing so awkwardly.
Tweaked and/or moved 27 things to the standard shader for better consistency.
PBR'ed the lantern, and made it glow again.
Slight snow biome colour tweak.
Bunch of biome specific environmental parameters. For example, deserts are no longer super cloudy!
Fixed the colour mismatch on forest 4 billboards.
Made the sun more sunny and HDRy. Adjusted the lens dirt effect to compensate.
Minor spec tweaks on skin.
Temporarily deactivated the slightly broken horizon clouds.
Colour grading for TODs and biomes.
Backup committing a few lookup tables.
Actual iceberg metas this time.
Iceberg metas and normal map fixes. Toned down the water material reflection opacity, to banish the blinding holy water.
Asset files for the remaining icebergs.
Fixed some pink materials.
Saving a colder TOD xml for the upcoming multi-biome support.
Suddenly the TestLevel coast is a bit chilly.
Added two secondary materials and textures for skin comparisons.
Improved the skin on first person arms, and main character model.
Adjusted the grass to match the trees a bit better. Slight moon tweaks.
Fixed some clutter rock LOD distances. Added cacti files. Started on some desert environment settings.
Temporarily removed the clouds while they are bugged.
Ignore.conf'ing stuff used to make tree billboard normal maps.
Burlap shader normal intensity toned down.
An icon scene with more intricate rendering/lighting setup.
Calibrated the LODing on all field trees
Field tree billboard mats and normalmap meta fix.
Proper billboard import settings, and cleaned up old clutter.
Field tree lod billboard textures