442 Commits over 456 Days - 0.04cph!
merge from mesh-guide-shader-improvements (several fixes)
fix construction guide flickering from rendering multiple LODs on top of each oither
fix some missing guides, render alpha cutouts
scale lighting by scene ambient luminance, so it's not overly bright at night
merge from mesh-guide-shader-improvements (fix missing shaders)
report error, abort rendering if shader missing
add guide mesh shaders to always included list
merge from mesh-guide-shader-improvements
merge from deployguidecolourtweaks
merge from deployguidecolourtweaks
hook into construction guides, configurable backface blend, neutral material
configurable states/lighting, alpha fresnel, z test with post opaque
bump maps, visible backfaces for depth cues
progress on guide mesh rendering improvements
fix texture declaration, gizmo radius
implement volumes that stencil out biome fog density in the density map
UI for multiple input meshes
lod baker multiple source meshes support
fix weird circle in sky if vclouds are never enabled and there's sky rotation applied
merge from canyon-fog-fix
drop off biome fog density under ocean level, fixes canyons being full of fog
merge from vclouds_default_enable
merge from vclouds_default_enable
rename graphics.vclouds to graphics.volumetric_clouds
merge from vclouds_default_enable
move vclouds under graphics settings and part of graphics presets, default convar on
work around crash when undoing changes on Sky Dome when playing
add bootleg ambient boost gradient to see if we can get some more ambient light at 7 am
fix clouds null ref outside play mode (introduced with demo timescale fix)
fix cloud movement in timescaled demo
merge from fogmethod1 (sky branch)
- interior darkness fix
- missing 2D cloud layer fix
- underground fog transition fix
- small tweaks
disable biome/atmosphere fog when in Underground environment, bring in black underground fog when in NoSunlight/TrainTunnels
adjust weather profile ambient/reflection mults to not darken interiors as much
fix invisible 2D cloud layer
merge from fogmethod1 (sky branch) - atmosphere fog brightness fix and value compensation
put foregroundfog shader in bundle