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manually setting instance positions from the console. as they go out of sync, they z-fight beautifully with the original geometry.
these are weird. these paths include neighborhoods which i do not believe exist in the templates, yet they are not marked as errors. i likely have a bookkeeping error.
trying to walk in the flowers and genuinely distraught that a bug in my code is causing me to float above them #7dfps
trying out some moss. i didn't have a palette slot free in this room, but i probably want to do a palette which is stone + one moss color, for borders.
some more work on stone fill. today i've been working on slopes and sinuous lines which thread through the shadowed regions.
actual applications might be more like this, with special edge tiles which are marked with a brighter palette, and dimmer interiors. (i'll probably use slopes extensively in caves, but i don't have support for those yet.)
added two gradient tiles (and a silly connector that lets you make peanuts, which i probably won't keep)
@cgbarrett yeah- in some of the other work i've done on trees there is lower contrast to the local shading and more emphasis on large dynamics- lemme find some.