10,834 Commits over 3,867 Days - 0.12cph!
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
Refactoring, cleanup and fixes
Changed weather blending to use ingame time
Added day, month and year convars
Added addtime console command (addtime 1 adds 1 day, addtime 1:00 adds 1 hour)
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
Rain overlay takes water and wetness into account
Rain and snow particle effect color tweaks and collision optimizations
Rain overlay needs some time to fade out when looking back down
Biome fog density is multiplied with current weather fogginess
Lower default fog density in the arctic biome around noon
Players get wet when it's raining
Calculate water catcher gathering rate from fogginess (condensation) and rain / snow (precipitation)
Forgot the implementation of the ambience wind intensity check
Tweaked weather transition speeds
Added wind intensity range to ambience
Fixed bootstrapping taking a very long time on OSX
Added placeholder rain sounds
Removed creepy ghost box that was following me around on CraggyIsland
Added rain drop camera overlay when looking straight up while it's raining
Added separate rain and snow getters to the climate class
Added water droplet shader (featuring refraction and dynamic lighting)
Added snow and rain particle effects
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