Adds bushes and flowers to ground tiles
Implements bush and flower spawning on ground tiles based on vegetation density. Adds new assets for bushes and flowers, and introduces multi-mesh rendering for optimized performance. Introduces seasonal color variations for vegetation using a shader for bushes and materials for flowers and grass. Refactors material application into a MaterialManager to handle material assignments over multiple frames. Moves ground tile scripts into a subfolder. Adds floating particles to test scene.
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46 changed files with 559 additions and 77 deletions
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@ -104,5 +104,5 @@ func update_material_in_mesh_instance(mesh_instance: MeshInstance3D, material_na
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func apply_material_with_queue(mesh_instance: MeshInstance3D, index: int, material: StandardMaterial3D):
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ColorData.queue_material_application(mesh_instance, index, material)
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MaterialManager.queue_material_application(mesh_instance, index, material)
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return
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@ -33,7 +33,7 @@ func spawn_model():
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# Instantiate the model from the TreeDataResource
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model_instance = tree_data.model.instantiate()
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tree_data.apply_seasonal_colors(model_instance, "spring")
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tree_data.apply_seasonal_colors(model_instance, Season.current)
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add_child(model_instance)
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