8,255 Commits over 3,929 Days - 0.09cph!
Added the largest tree ever. Good luck chopping it down. (It will look less silly when it gets its smaller siblings.)
Tree tint variation tweaks, and slight global wind improvements.
Optimized chopped tree billboard sizes.
Fixed a tree billboard colour pop.
Tree fixes. Removed network sleep and rooted some other nodes.
Un-breaking the testlevel terrains, and some rock/terrain consistency tweaks.
Temporarily strange terrain textures in the testlevels.
Normalized wood per hit values on the different trees.
Rearranged the tree prefabs to include standing & chopped variants.
Very roughly scaled a tree's wood yield by its size again. Maintained the same average.
Added chopped/broken variants of all Speedtrees.
Less noticable dithering on tree LOD transitions.
Fixed the bad billboard render on E2 trees.
Backup committing chopped tree files.
Tree species C,E,F,G's cheaper to animate.
New C class tree species. Trees back on the resource layer. Better LOD distances for all trees.
Giving directional fog another chance at life, now that we have fogged water reflections.
Less crazy god-rays during night time.
Slight tree mat and LOD fixes.
Various forest prefab changes.
Cleaned up obsolete tree 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.
Backup committing WIP files.
Wind speed now varies depending on your location and the time of day.
Backup commit, scene stuff.
Backuping some files before I ruin them.
Backup committing random snow stuff, and a derpy snow test scene. Emphasis on derpy.
Fix for the System CPU shiz.
Slight adjustments on forest 5 and 6.
Forest 5 spawning again. Pretty crappy at the moment, but not for long.
Fixed the desert grass tone