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0.0831

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@LGhassen LGhassen released this 20 Feb 13:46
· 140 commits to master since this release

Reuploaded 0.0831 after License update.

Cumulative 0.0772->0.0831 changelog:

  • Fix white atmos on slower GPUs (also delete your atmosphere cache folder)
  • Fix interaction between eclipses and city lights causing white planet surface (mostly noticeable on night side)
  • Fix "missing property _MainTex" log spam on gas giants
  • Fixed wrong scattering on ships near atmosphere edge (most noticeable as blue tint appearing on ships in orbit)
  • Fixed flickering sky in reflections (most noticeable on TU parts)
  • Fixed flickering clouds in reflections (most noticeable on TU parts)
  • Fixed mirror image on scaled planets with in-game AA set to off
  • Fix broken multi-star lighting on scaled planets with eclipses on
  • Fixed 1/4 res scattering causing scattering to be insanely bright
  • Removed dependency on .half files and config tool, atmospheres are now generated directly in-game and cached in "ScattererAtmosphereCache" folder in GameData. Button in-game for clearing this folder if needed. Removed assetPath param.
  • New UI to easily generate and preview atmospheres in-game, with options for easily rescaling and thickening/thinning atmosphere, and an option for a quick preview to generate a lower-quality atmo very quickly. Rescale keeps the same looking by making the atmosphere taller and thinner at the same time to conserve the same look.
  • Rt And RL params Removed, atmosphere height is now calculated on the fly from the parameters you enter (scale heights + scattering coeffs)
  • ExperimentalAtmoScale param removed, use the rescale button
  • GlobalAtmoScale param removed, replaced with scaleAtmosphereStartRadius in atmo generation tab directly
  • openglThreshold param removed
  • Fixed extinction not scaling correctly with atmosphere scale, improved blending of atmospheres (when atmos are in front of each other)
  • Fixed horizon related issues where line-like artifacts and a break in the shading appear around the horizon level. A line can still appear on the horizon on very thick atmos, if that happens, the atmo needs to be made thinner or rescaled (taller atmo with lower scattering params will look the same but avoid the artifacts), disabling multiple scattering can also help.
  • Fixed concentric circles/ring artifacts appearing on planets/scattering
  • Fixed band on the horizon, previously worked around with viewDirOffset param, viewDirOffset param removed.
  • Fix planets with tall atmos being lit on the dark side
  • Fix clouds being lit on the dark side
  • Added option to use single scattering if needed, or you prefer the look for a given planet. Multiple scattering can diverge and become unnaturally bright and show horizon artifacts on very thick atmos, a solution is to disable multiple scattering and to rescale the atmo to be taller.
  • New more natural looking blending mode, more hdr-like blending
  • Removed projector mode, incompatible with new blending mode.
  • Added uncharted tonemapping mode for the atmosphere, produces more vibrant color tones and better contrast, less haze, added ability to switch tonemappers or disable them if you want to use your own tonemapping (TUFX or other).
  • Use the new blending for clouds, preserveCloudColors option is now mostly redundant but it will be kept
  • Fix clouds on other planets sometimes getting dimmed when it is night time on your current planet
  • Support for light from secondary suns, secondary suns don't cast shadows, eclipses, godrays, cloud shadows, caustics/lightrays but can now light up the atmosphere and clouds
  • New "cloudIntegrationUsesScattererSunColors" parameter in planetsList: When set to false, will use the real sun colors for clouds (for main sun and secondary suns), when true will use scatterer's sun colors, defaults to false.
  • New "sunsUseIntensityCurves" parameter in planetsList: When set to true, both main sun and secondary suns will use the intensity from the star's intensity curve. Defaults to false for retro-compatibility.
  • Make scaledSpace eclipses apply only to the main light, additional lights/suns can light up the eclipsed area
  • Fix eclipse shader breaking secondary lights on scaledSpace planets with kopernicus load on demand
  • Fix eclipses applying to the dark side
  • Handle light extinctions for secondary suns in local space
  • Fix SMAA blurring text and other cockpit elements in IVA (most noticeable with ASET and rasterpropmonitor)
  • Fix godrays too dark when looking at opposite of sun direction
  • Fix secondary lights on clouds being too bright
  • Matched sky and scattering exposures on Laythe