108,630 Commits over 3,867 Days - 1.17cph!
prefab updates, vision cone enabled for animals.
Added BiomeVisuals script (selects a child object based on biome, destroys the others, only works with static decor for now)
Animal IAIAttack.CanSeeTarget implementation.
Animal AI design file update.
Foliage grid now uses between 1 and 8 threads to refresh multiple cells at once (controlled through grass.maxthreads convar)
more prefabs, animal AI tweaks, manifest.
Added a scrub bar for general use when not in a shot
Some layout changes
scene 2 prefab - prefabs only
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Rebaked billboards for temperate/arid trees and bushes
More foliage color/translucency tweaks tweaks
Boosted normals on trees and bushes
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Making a gigantic mega-cliff sounded like a good idea at the time.
Made grass and forest splats slightly brighter in tundra to match foliage changes
Tweaked translucency and diffuse maps of trees and bushes. Trees should no longer look too dark at noon and should look less noisy overall.
Unified translucency intensity
Made grass slightly brighter
Removed some packed textures that got brought over from HDRP branch
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low effort CraggyIsland rock placement - useful for testing
Bandit town NPC and turret tweaks (performance)
Fixed "Roadsigns and roadside props spawning at intersections"
Merge from HDRP_Art_backport
Added grass and decor spawners to CraggyIsland again
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Fixed tree billboards always (often? sometimes?) being always visible on trees that spawn within network range until going back out / in network range
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Greatly reduced small rock clutter density in all biomes and especially snow biome
Reduced max scale as well
Fixed powerplant cooling tower ladder issue
Fixed stables road points not all being set to trail
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merge from volumetric light beam fix
Tab to toggle demo UI on and off
Added a label to list keys
New non-broken test.dem
Scenery menu background videos
Merge from HDRP_Art_Backport
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