10,480 Commits over 4,171 Days - 0.10cph!
Merge from visuals_experiment
Fixed decor normal / gradient alignment randomly flipping forward direction
Fixed terrain modifier scale only scaling radius, not fade distance
Removed random multiplier from terrain splat modifier since it messes up some things
Adjusted forest rock splat modifiers
Fixed floaty patch_grass_tall_large (added terrain anchors)
Tweaked densities of micro cliffs and beachside rocks (after 25321)
Tweaked clutter rock scales
This meta file is no longer needed
Forest size tweaks
Reject rivers start start too close to sea level
Tree quality correctly applies to the new trees
Vagabond jacket skinnable (?)
Deleted some old unused tree assets
Fixed door protection properties protecting against decay damage
Changed the way upkeep payments are processed so the decay time on the cupboard is more accurate and more intuitive
Cleared map cache
Network++
Disabled LOD upscaling on lots of clutter (less popping)
Removed all remaining objects from the reflection layer (now unused)
Reflection probe uses skybox shader (no directional scattering)
Moving tree stump / log textures to safety
Deleted old unused tree assets
Added environment properties asset to adjust ambient / reflection multipliers and transition speed
Added reflection.terrain / world / construction / clutter / tree convars (runtime testing)
Added player building proxy meshes for reflection pass
Added reflection.quality convar (0, 1, 2 - defaults to 0, unsaved for now)
Player constructions have their own environment type (no longer share building type)
Improved reflections inside player constructions on quality setting 1
Fixed shadows on some building block reflection meshes
Added world reflection quality slider to graphics settings
World reflection quality convar is now saved
Script auto updates (EventType uppercase / lowercase)