Improves tree and ground tile appearance
Refactors tree spawning and rendering: - Adds seasonal color variations for trees via scripts. - Introduces `ColorStorage` to manage tree and grass colors - Removes unused code from tree spawning logic. - Adjusts ground tile color for better visual appeal. - Hides debug text on ground tiles.
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28 changed files with 454 additions and 63 deletions
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@ -740,7 +740,7 @@ script = ExtResource("2_sdmks")
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transform = Transform3D(1, 0, 0, 0, 1, -1.49012e-07, 0, 1.19209e-07, 1, 0.0410548, 0.237644, 3.45114)
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projection = 1
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current = true
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size = 4.0
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size = 3.0
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near = 0.005
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far = 100.0
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@ -772,7 +772,7 @@ draw_pass_1 = SubResource("QuadMesh_hvb1l")
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[node name="OmniLight3D" type="OmniLight3D" parent="SubViewportContainer/SubViewport/VFX/Fire"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.000509977, 0.121094, -0.00151992)
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light_color = Color(0.89, 0.461613, 0.2136, 1)
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light_energy = 0.668778
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light_energy = 0.802091
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light_indirect_energy = 1.084
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light_volumetric_fog_energy = 3.764
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light_size = 0.105
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