diff --git a/BUILD_INFO.txt b/BUILD_INFO.txt index ce79a31a..93879226 100644 --- a/BUILD_INFO.txt +++ b/BUILD_INFO.txt @@ -1,6 +1,6 @@ REM-Client test build (64-bit) -date: 2026-11-08 04:18 -commit: 2958e8f3 (main) -subject: Material maps: height, roughness and metalness may be BC4 (ATI1) +date: 2026-11-08 04:36 +commit: 75e5e3a4 (main) +subject: Planet atmospheres no longer veil the disc: the density from the atmosphere layer goes up to 1 (was 2) and AtmosphereDensity is 0.25 by default (was 0.5) - a dense layer laid a bright veil in the planet's hue over the whole disc (Br03_01 planet_earth_3000: olive drawn bright yellow); the rim still glows tree: clean build: OK diff --git a/EXE/remgfx.ini b/EXE/remgfx.ini index f3187f5b..079bdf24 100644 --- a/EXE/remgfx.ini +++ b/EXE/remgfx.ini @@ -141,13 +141,13 @@ TunnelDistortion = 1.0 ; Dc), 0 = Earth's blue for every planet. Grey and white planets keep the blue. The layer's Alpha ; sets the strength (a thin layer a weak atmosphere, a black or invisible layer none). ; AtmosphereSaturation = how colourful the turned colour is (1 = as Earth's blue). -; AtmosphereDensity = thickness of the shell (higher = a thicker veil, 1 = the first R15 version) +; AtmosphereDensity = thickness of the shell (higher = a thicker veil over the disc, 1 = the first R15 version; 0.25: about Earth's) Atmosphere = 1 AtmosphereStrength = 1.0 AtmosphereReplace = 1 AtmosphereColor = 1 AtmosphereSaturation = 1.0 -AtmosphereDensity = 0.5 +AtmosphereDensity = 0.25 ; R14 soft particles: explosions, smoke and glows fade out where they meet ships and stations ; (over SoftParticleRange metres in front of them) instead of cutting hard edges SoftParticles = 1 diff --git a/EXE/rp8.dll b/EXE/rp8.dll index 25c886a9..0a6a8fe9 100644 Binary files a/EXE/rp8.dll and b/EXE/rp8.dll differ