softened the grass textures mipmaps in the first level. this stops the anti aliasing and upscaling from having to work as hard, which reduces noise, artifacts, and softness. ( yes, softening textures can make it look sharper and less noisy when upscaling and using temporal anti-aliasing )
added specular reflection to the grass. ( i forgot i set it to 0 awhile ago, so... oopsy )
optimised the mesh of light switches ( the curve had 4 unnecessary triangles )
gave more detail to the first levels landscape so its less boring, and its easier for me to effectively plan out the gameplay.
put the first levels sun and sky in a blueprint instead of persistent level so it is easier to change them. for players, this will be a CPU optimisation, because there's no longer code that checks a certain variable every 4 secs to decide whether the sun and sky should change. it just checks once-twice, when you first spawn into the level, and if you complete a certain objective.
