Moves light direction to global shader parameter, enabling dynamic light updates.
Adjusts tree collision shape for better player interaction.
Updates default season to summer.
Adds tree fading based on camera line of sight.
Trees now fade out when they obstruct the player's view,
improving visibility.
Also includes several fixes:
- Fixes tree distribution.
- Adds a see-through shader.
- Adds camera and occlusion scripts.
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.
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.
Adds procedural ground tile generation with chunking for improved performance.
Includes:
- Ground tile entity with debug text and cell information
- Grass and tree placement based on cell data
- Ground shader for visual representation
- Chunk loading and unloading system based on player position
Changes wind-related shader uniforms to be global.
This allows easier access and modification of these
parameters from other shaders or scripts, improving
the wind effect consistency across the scene.
Initializes the Godot project with basic configuration files.
This includes:
- EditorConfig for code style consistency.
- Git attributes for line ending normalization.
- Git ignore for Godot specific files.
- A default project icon.
- Initial project settings.