12,539 Commits over 3,806 Days - 0.14cph!
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
Weather particle effects follow camera altitude when flying
Reduce weather particle effect emission rate with increasing distance from the camera
Reduce weather particle effect update rate and distribute over multiple frames
addtime console command uses more human readable formatting (default unit is now hours instead of days, can optionally postfix s / m / h / d / w / M / Y to specify different unit)
Fixed initial burst of snowflakes on spawn (destroyed snowflakes with facts and logic)
Backporting ParticleSpawn / ParticlePatch changes to DecorSpawn / DecorPatch
Spawn weather particle effects on a grid, opens the door to various optimizations
Restored weather.rain and weather.wind convars
Fixed sky dome prefab having a fogginess of 3e-45 saved
Fixed that weather convar overrides would be clamped to 1
Better weather seed / randomization
Added weather.load convar to load a specific weather preset
Added weather.reset convar to reset to dynamic weather
Added replicated convars for all the individual weather parameters (modding / events)
New preset based (and artist controlled) weather type system that exposes all atmosphere and cloud sky parameters (rip programmer art)
Sky dome prefab serialization auto updates (for cleaner diffs when we tweak it from here on out)
Restored rain chance (10%)
Fixed fog hiding clouds in the max rain weather state
Plugged new rain and snow particle effect prefabs into the rain and snow system
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