All Rust commits from Facepunch
fix cloud reprojection artifacts where viewDir.y < 0
remove debug print
avoid potential index out of range, report error if default cloud lists are empty (instead of mysteriously crashing)
disable biome fog on craggy and playground as it doesn't make sense
drop off biome fog density below the terrain/start height (fixes dark fog in train tunnels)
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More iteration
Iterating Cirrus clouds zero'd out for now.
add ClientAdmin convar to scale back biome fog density (graphics.biomefogdensityscale), also property on SpatialBiomeFog component to scale it down for a scene
reformat conditional
testing blackness fix
ensure shaders are included
forgotten null check
More arctic tuning for when the sun is low.
Less fog overflow out of the arctic biome.
Overcast improvements. Minor SSS tweaks on clear.
Brightness tweaks.
Further iteration
support live edit of biome fog shore distance falloff in editor
Iterating
fix server compile
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add some per-weather+per-biome fog mults
fix override/live edit weather not respecting cloud configs
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Various consistency tweaks.
Overcast profile RC
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fix missing shader input on scene load
shadow map cheapification
trying out lerp transition again
Prevent sun banding at twilight.
configurable horizon buffer
remove unused
performance tuning, cleanup
noise compression, reduce mip distance
fix reproj artifact when camera rotation snaps far
fix wobbly reprojection
add separate shadow density scale for cloud atmosphere shadowing
configurable cloud haze with height falloff, attempt improvement to sun-moon transition
day-switch oddity mitigation with gradients (code fix needed for highlight hotspot)
VC TOD gradiation of ambient and scattering during sunsets.
add tod gradients for some cloud parameters
Cloud profile
Cloud profiles & related tweaks.
Fixed a buncha edge cases and the moon weirdness when day first turns to night
Improved blue cast more, and long distance jungle localized fogging.
Various adjustments.
remove dumb thing
fix signed/unsigned mismatch warning