12,523 Commits over 4,018 Days - 0.13cph!
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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Fixed roads sometimes going crazy (underwater, over cliffs, through monuments) at monument start / end points
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Trainyard terrain anchor tweaks (fixes occasional steep cliff in front of road access point, which would cause weird roads)
Allow 1 out of the 4 corners of a monument to slightly reach into a neighboring tier when finding spawn locations for them
Power lines can end at ring road (massively speeds up power line layout generation on large maps)
Fixed edge case that was causing duplicate road connections on a single monument road connection point