17,530 Commits over 1,614 Days - 0.45cph!
Qb template cleanup and yellow flower billboard fix
Made baked normal and height maps adjustable
Added yellow flowers, consolidated flower prefabs to use single mat each.
Pines ACTUALLY all use the same mats
Savannah trees all use the same mats
Pines now all use same mats
Added Grab Terrain Normal toggle to terrainBlendObj; enabled by default
https://www.youtube.com/watch?v=v09H0A9q1mA
Removed unnecessary normal map flags from all ST mats.
Naaaants een-vwen-yaaaaaaa ma-ba-gee-chi-ba-va
(See-tee-hoummmm gwen-ya-maaaaa)
Pine intersection fix, and height diversity.
Fix toggle not working on debug cam
Navmesh for inland_arid_1
Added settings for BiomeArid, FoliageAridTrees. inalnd_arid_1 ready for gameplay. Stopped WeatherControlls being init-ed by default (context menu on WeatherManager)
New single and bare savannah trees. New bare tall pines. New berry bushes. Tweaked wind motion on all trees and bushes.
Added toggle to always refresh grass patches, no matter if they moved or not (for editor tweaking)
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
Made instantiating smart object behaviors slightly more robust.
- 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.
Removed colliders from rock prefabs, tweaked bird flock script, prefab tweaks
Palm and stubby cull distance.
Fixed a couple of branches being clipped on the stubby tree LODs.
Added the missing prehistoric stubby trees. Crossfade on some LODs.
Fixed lighting bug on old pines. Palms move in a more palmy fashion.
Gave the foliage a base tone and hue variation value. LOD bias set to 1.
Trimmed unused data from SPM's. Stopped rendering subterranean trunks on ground foliage. Neutralized all ST's for seasonal tinting.
Working on some particles
FilmControl and some other updates
- Fixed loading issue in island_large_1
- Fixed Biome _settings being null in some cases when it shouldn't be.
Biome assets shouldnt require data generation on each load
BiomeManager no longer needs a Terrain the scene
Updated trefalls SO test scene to match new zone setup
GroupAgentsMoveTo now disables NavAgentMoveRandom, renable for all agents in group via context menu.
Added updated template scene
Fixed duplicate biome var in BiomeManager
Removed Season class and related editor scripts. Seasons now a part of the Biome class.
- Some PlayerController debug switch fixes, again.
- Couple of extra checks in SeasonManager to make sure transitions work (needs wizardly refactoring)
- Enabled wind randomisation again
Removed useless name variable from FoliageGroup
- FoliageGroup implemented. Zones are now assigned a Biome, which controls terrain and foliage tinting across Seasons.
- Tree prefabs updated to to use 2 materials for leaves/branches.
Added FoliageGroup ScriptableObject, not quite finished
Some small fixes to sit on me.
Tidied up Biome to make Pal paranoid