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feat(terrain): grass follows the seasons and fades out over gfx.grass.fadedistance
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@@ -1539,6 +1539,12 @@ global_settings::ConfigParse_gfx( cParser &Parser, std::string_view const Token
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Parser >> gfx_grass_distance;
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gfx_grass_distance = std::clamp(gfx_grass_distance, 5.f, 500.f);
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}
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else if (Token == "gfx.grass.fadedistance")
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{
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Parser.getTokens(1);
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Parser >> gfx_grass_fadedistance;
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gfx_grass_fadedistance = std::clamp(gfx_grass_fadedistance, 5.f, 600.f);
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}
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else if (Token == "gfx.grass.density")
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{
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Parser.getTokens(1);
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@@ -2060,6 +2066,7 @@ global_settings::export_as_text( std::ostream &Output ) const {
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export_as_text( Output, "gfx.depthprepass.replay", gfx_depthprepass_replay );
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export_as_text( Output, "gfx.grass", gfx_grass );
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export_as_text( Output, "gfx.grass.distance", gfx_grass_distance );
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export_as_text( Output, "gfx.grass.fadedistance", gfx_grass_fadedistance );
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export_as_text( Output, "gfx.grass.density", gfx_grass_density );
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export_as_text( Output, "gfx.bufferstreaming", gfx_bufferstreaming );
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export_as_text( Output, "gfx.postfx.motionblur.enabled", gfx_postfx_motionblur_enabled );
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