17,530 Commits over 1,614 Days - 0.45cph!
Fixed lighting bug on old pines. Palms move in a more palmy fashion.
Added the missing prehistoric stubby trees. Crossfade on some LODs.
Fixed a couple of branches being clipped on the stubby tree LODs.
Palm and stubby cull distance.
Removed colliders from rock prefabs, tweaked bird flock script, prefab tweaks
- Updated FoliageGroup ScriptableObject with bools for tinting different materials by name template (leave/frond/branch). Removed evergreen option (leave all tints unchecked).
- Disabled folage HueVarition tinting in BiomeManager
- Made Biome.Seasons list public since it refused to save.
Made instantiating smart object behaviors slightly more robust.
Added duplicate of island 1 for focused work on deer scene
Added GroupAgentsSPeedModifier helper to minipulate agent speed when running
Added some felled pine meshes
Added toggle to always refresh grass patches, no matter if they moved or not (for editor tweaking)
New single and bare savannah trees. New bare tall pines. New berry bushes. Tweaked wind motion on all trees and bushes.
Added settings for BiomeArid, FoliageAridTrees. inalnd_arid_1 ready for gameplay. Stopped WeatherControlls being init-ed by default (context menu on WeatherManager)
Navmesh for inland_arid_1
Fix toggle not working on debug cam
Pine intersection fix, and height diversity.
Naaaants een-vwen-yaaaaaaa ma-ba-gee-chi-ba-va
(See-tee-hoummmm gwen-ya-maaaaa)
Removed unnecessary normal map flags from all ST mats.
https://www.youtube.com/watch?v=v09H0A9q1mA
Added Grab Terrain Normal toggle to terrainBlendObj; enabled by default
Pines now all use same mats
Savannah trees all use the same mats
Pines ACTUALLY all use the same mats
Added yellow flowers, consolidated flower prefabs to use single mat each.
Made baked normal and height maps adjustable
Qb template cleanup and yellow flower billboard fix
Made SceneAsset create its folder if not found
Fixed two missing resolution variable replaces
Burce Willis aint gon save you now bruh
Fixed NRE in TerrainMath when the height map resolution is different from the normal map resolution
Added max slope parameter to the grass mesh types
New nav bake for murmuth scene
Made the grass slope calculation work correctly at cliffs
Mumurths and deeeerrrrrsss
Fixed terrain slope calculation being slightly off on diagonal polygons
Made grass refresh context menu force a refresh even if a patch wasn't shifted
updated eagle mesh, rig & anims
Added eagle look left/right/around anims