10,832 Commits over 3,867 Days - 0.12cph!
Weather type percentages / chances are all synchronized with replicated convars, can be adjusted on the server
Exclude lakes from mainland topology generation
Merge from hdrp_backport_andre
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Stormy snow implementation
Merge from main#
55213 (in sync with halloween branch)
Tweaked rain max collision shapes to something that works with the previously tweaked particle lifetime
Disabled particle blending on raindrops and impacts so you see some of them when looking straight down (petur approved)
More tweaks to rain particle lifetime after testing additional scenarios
Fixed sky dome having fog + evening time saved on its prefab (annoying in the editor)
Weather effect emission rate uses 3D distance instead of 2D distance (better perf inside large bases)
Reverting rain max collision shapes (changeset 55163)
Reduced rain max lifetime (fixes perf issue in certain conditions where rain drops fall very far, fixes rain drops sometimes falling through bases due to max collider shape limit)
Increased rain max collision shapes since it was raining into bases in some locations (potentially an issue from the faster speed?)
Stormy rain implementation
Fixed ParticleSpawn benchmark NRE
Added placeholder storm weather preset
Enabled randomized weather
Network++
Slightly less ugly version of
55126
Eliminated 60B of GC per frame from Climate.Update
Proper merge from weather2
PlaceCliffs, FoliageGrid and small fixes
Added rain weather type to WeatherPreset
Enabled aurora borealis at night in the arctic biome
Fixed WeatherEffect update not properly starting after the loading screen
Server versions of weather.load, weather.reset and weather.report
Small typo, shouldn't affect anything
Particle grid emission rate also takes camera velocity into account
Testing high collision quality on rain and snow
Better camera velocity offset in particle grid
Fixed climate system not initializing on the server (causing several NREs)
Fixed effect systems updating during the loading screen
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Disabled all the automatic weather types for testing purposes
Changed weather.load, weather.reset and weather.report to client side admin / dev console commands
Fixed particle grid not catching up fast enough when moving very fast (the particles themselves might still need speeding up to solve outrunning those while they fall)
Disabled particle grid update altogether if it's not raining
Fixed rain and snow falling through water (collision mask adjustment)
Less convoluted SynchronizedClock implementation
Do the lightning diceroll every 5-15 seconds at max intensity while we're still testing things
Thunder can be enabled on weather preset rather than toggling on and off with rain
weather.load is case insensitive
Enabled time progression on CraggyIsland again
Added sting weather effects (currently just lightning)
Particle grid takes list of prefabs instead of loading them from a folder
Adjusted weather particle effect collision parameters