8,463 Commits over 4,018 Days - 0.09cph!
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
Improved the snow blending.
Updated the rock inventory icon. That's great. This game will be good now.
Made the wood yield from a tree proportional to its size.
Fixed the blurry rock 13_snow.
Added wind to ProcmapSmall.
Removed old field trees from the spawn list.
Field trees are now speedtree.
Data files for 2 more Speedtree forest types.
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.
Small change to the sun flare colour.
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.