19,298 Commits over 1,614 Days - 0.50cph!
updated eagle mesh, rig & anims
Made grass refresh context menu force a refresh even if a patch wasn't shifted
Fixed terrain slope calculation being slightly off on diagonal polygons
Mumurths and deeeerrrrrsss
Made the grass slope calculation work correctly at cliffs
New nav bake for murmuth scene
Added max slope parameter to the grass mesh types
Fixed NRE in TerrainMath when the height map resolution is different from the normal map resolution
Burce Willis aint gon save you now bruh
Fixed two missing resolution variable replaces
Made SceneAsset create its folder if not found
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.