5,912 Commits over 3,867 Days - 0.06cph!
Tweaked moon brightness at day and night
Don't lower torch viewmodel right into the line of sight when running while it's lit
Mesh LODs in the LOD grid initialize with their correct LOD when spawning
ConsoleSystem parsing fixes
Water colliders are more accurate (using 4 smaller box colliders)
Added weather.report console command
Tweaked cloud coverage that is enforced by light rain
Servers that haven't wiped no longer load weather parameters from their savegame (which disabled weather)
Weather override commands reply with the old and new value
Fixed weather overrides initializing to 0 (i.e. clear sky)
Network++
F2 menu lens dirt toggle only toggles lens dirt (not bloom)
F2 menu now has a high quality bloom toggle (falls back to a faster bloom if disabled)
Weather override convars can be set by admins / modders to enforce certain weather conditions
Added optional weather overrides to the environment protobuf
Slowed down rain drops a bit
Tweaked rain particle materials and colors
Added test biomes to CraggyIsland
Squeezed some more density out of the snow and rain particle effects
Tweaked weather probabilities
Network++
Changed behaviour of weather state overrides
Added dev-only weather override convars (only clientside atm)
Updated bloom and ambient occlusion
Enforce fog when rain reaches a certain strength
Increased rain and fog chance
Fixed rain drop impacts sometimes being spawned midair
Added CraggyIsland to the standalone build (can be used as a minimal testing ground for quick server tests)
Added TerrainCollision to CraggyIsland
Check if a building part is inside a solid segment of the terrain collider and prevent placement if that's the case
Fade out furnace light sources as well when fading out their shadows
Added distance bias to LightLOD
Fixed bootstrapping taking a very long time on OSX
Removed creepy ghost box that was following me around on CraggyIsland
Tweaked night god ray color gradient
Made god ray intensity high enough for them to actually be visible
Removed grid pattern from snow height map like the artist I am
Reverted world setup change that led to it being called twice when playing inside the editor
Another attempt to fix Unity terrain shader warning on startup
ProceduralObject NRE debugging
EAC compile fix (send help)
Cleaned up convar structure
Fixed status console command calling pool.status clientside
Replaced a bunch of horrible code with the new [CreateAssetMenu] attribute