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.
Adds basic camp generation and placement logic to the map generation process.
It attempts to place the camp in a valid location, avoiding paths and water bodies. It also sets the player's spawn point to the center of the generated camp, including some basic camp props like a tent, campfire, and bed.
Additionally, vegetation spawning is now dependent on the `should_spawn_*` methods of the `CellDataResource`, allowing more control over what spawns where.
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
Adds visual effects, including fire and rain, to the scene.
The VFX are implemented using GPUParticles3D nodes.
Optimizes tile map generation by reducing chunk size and tiles
per frame. This improves performance.
Sets the SubViewport to have a transparent background.