Richard Zink
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20af6dcdd5
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clouds: use real terrain height for cloud occlusion
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2026-10-12 18:32:53 +02:00 |
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Richard Zink
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3cc741e86f
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clouds: occlude clouds only for terrain above cloud deck
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2026-10-12 18:25:27 +02:00 |
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Richard Zink
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8d4ea42e2f
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clouds: keep clouds after front haze
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2026-10-12 18:24:30 +02:00 |
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Richard Zink
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06e0410cb0
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clouds: render clouds before front haze
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2026-10-12 18:23:11 +02:00 |
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Richard Zink
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de7850d6db
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clouds: raise cloud top to 20 km and disable terrain occlusion for test
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2026-10-12 18:17:16 +02:00 |
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Richard Zink
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6802f83d1d
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clouds: use curved cloud layer and allow clouds over terrain
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2026-10-12 18:13:54 +02:00 |
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Richard Zink
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d9da8fdb47
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clouds: render clouds after front haze for visibility test
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2026-10-12 18:10:33 +02:00 |
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Richard Zink
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778c25859e
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clouds: fix cloud pass brace and make clouds denser
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2026-10-12 18:04:02 +02:00 |
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Richard Zink
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52ececa917
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clouds: add new spherical cloud pass using terrain distance occlusion
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2026-10-12 17:50:42 +02:00 |
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Richard Zink
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b9abacbdda
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atmosphere: make haze night-cycle aware
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2026-10-12 17:37:35 +02:00 |
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Richard Zink
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7f733b8efe
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atmosphere: smooth front haze with 24-bit distance and dither
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2026-10-12 17:33:31 +02:00 |
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Richard Zink
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8af10a4f4a
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atmosphere: stable front haze using terrain distance texture
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2026-10-12 17:29:56 +02:00 |
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Richard Zink
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a33e6ddcfc
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atmosphere: add stable air haze behind terrain
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2026-10-12 17:20:52 +02:00 |
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Richard Zink
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989310ab3b
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atmosphere: replace flickering full-screen haze with stable terrain haze
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2026-10-12 17:15:33 +02:00 |
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Richard Zink
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5146d17599
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atmosphere: apply haze to terrain rays that hit elevated terrain
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2026-10-12 17:09:04 +02:00 |
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Richard Zink
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97c78ceca3
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atmosphere: disable haze for rays that do not hit the Earth sphere
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2026-10-12 17:07:03 +02:00 |
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Richard Zink
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83bec11d61
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atmosphere: keep Rayleigh sky behind terrain and make haze neutral
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2026-10-12 16:50:07 +02:00 |
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Richard Zink
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98e69da3b2
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atmosphere: cap haze alpha to avoid hard horizon cut
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2026-10-12 16:35:57 +02:00 |
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Richard Zink
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69a00b479b
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atmosphere: add altitude-thinning distance haze
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2026-10-12 16:24:11 +02:00 |
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Richard Zink
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7d75707e74
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atmosphere: broaden bright sky band above horizon
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2026-10-12 15:20:23 +02:00 |
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Richard Zink
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e9b47c5857
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atmosphere: raise sky horizon color band
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2026-10-12 15:18:11 +02:00 |
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Richard Zink
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a06f7038d8
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atmosphere: make Rayleigh sky follow spherical Earth radius
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2026-10-12 15:13:26 +02:00 |
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Richard Zink
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7329957658
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atmosphere: add physical Rayleigh sky scattering
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2026-10-12 15:08:59 +02:00 |
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Richard Zink
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629b1b6ab2
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atmosphere: simulate Earth-Sun distance for solar irradiance
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2026-10-12 15:06:13 +02:00 |
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Richard Zink
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06fb2f8d8f
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clouds: remove old cloud raymarch shader pass
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2026-10-12 15:00:08 +02:00 |
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Richard Zink
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20b47f5460
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clouds: clip only against curved horizon, not detailed terrain
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2026-10-12 14:57:32 +02:00 |
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Richard Zink
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cb847df3f5
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clouds: intensify coverage, scale and detail
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2026-10-12 14:55:32 +02:00 |
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Richard Zink
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8000c7be0e
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clouds: reduce raymarch jitter and high-frequency boiling
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2026-10-12 14:53:57 +02:00 |
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Richard Zink
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f25c7369cd
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clouds: remove terrain-height march breaks causing holes
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2026-10-12 14:51:49 +02:00 |
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Richard Zink
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624c2c6311
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clouds: repair curved deck entry and terrain occlusion
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2026-10-12 14:45:31 +02:00 |
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Richard Zink
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c546879b98
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clouds: fix terrain clipping with curved occlusion
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2026-10-12 14:36:29 +02:00 |
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Richard Zink
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d59df7f4d1
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clouds: follow spherical Earth curvature
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2026-10-12 14:30:26 +02:00 |
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Richard Zink
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c8fa1b3260
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terrain: extend map with reduced-resolution outer height skirt
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2026-10-12 14:16:06 +02:00 |
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Richard Zink
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d173f926e4
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atmosphere: remove volumetric fog pass
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2026-10-12 14:06:38 +02:00 |
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Richard Zink
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e78c6e86b6
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curvature: bend terrain vertices to a spherical Earth
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2026-10-12 14:04:29 +02:00 |
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Richard Zink
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f2a3a2172d
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atmosphere: define EARTH_RADIUS_UNITS constant
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2026-10-12 14:02:23 +02:00 |
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Richard Zink
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9a1efd5a59
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atmosphere: define model uniform locations in init
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2026-10-12 14:01:35 +02:00 |
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Richard Zink
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e47a39fa46
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atmosphere: declare uEarthRadius in sky shader
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2026-10-12 14:00:50 +02:00 |
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Richard Zink
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b9094ebd8b
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atmosphere: add initial volumetric atmosphere shell
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2026-10-12 13:59:59 +02:00 |
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Richard Zink
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ee56f2a1c8
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moon: real lunar map (CC BY 4.0) with correct near-side geometry - the old normal sign lit the far side, so the disc came out black; stars are now occluded by the disc, sun and moon discs drawn at 12x physical without changing surface brightness; build.py inlines the map as a data URI
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2026-10-11 22:46:35 +02:00 |
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Richard Zink
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efd4db47cb
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geo: cell manifest geo/cells_v1 - cached road/place fast paths check one small record instead of reading every multi-megabyte raw cell
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2026-10-11 21:34:52 +02:00 |
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Richard Zink
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6d21b37e8f
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progress logs behind CONFIG.debug, CONFIG.antialias + high-performance context, cheaper cloud sampling (skip far detail octave and redundant self-shading probe), brighter night contrails via CONFIG.flights.contrailNight, window.__flightDbg counters, real sun/moon by default
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2026-10-11 18:42:48 +02:00 |
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Richard Zink
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113e4c522d
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airliner mesh is generated in-repo: tools/plane_gen.py writes vendor/plane3d.js (480 tris, CC0, same unit extent as the old Grab3D derivative); attribution updated
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2026-10-11 18:42:48 +02:00 |
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Richard Zink
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499c00d8b1
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standalone without our server: basemap and DEM load from the CORS-enabled upstreams, same-origin proxy only when a probe proves it exists; drop dead kumi.systems mirror
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2026-10-11 16:02:10 +02:00 |
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Richard Zink
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4369afd3ef
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lighting: remove the palette terrain model - physics is the only lighting, themes tint it through THEMES[theme].lighting; debug panel shows the active palette and its tint/gain; credits no longer claim VIIRS
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2026-10-11 15:39:42 +02:00 |
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Richard Zink
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6eb25bdd03
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physical lighting, volumetric clouds, terrain shadows, pixel-art render scale
- atmosphere: physical terrain lighting (air mass, Rayleigh beam colour,
skylight, moon, starlight floor), aerial perspective for terrain and
cloud deck, configurable haze/albedo/ambient gains
- clouds: march the deck in height instead of ray distance, IGN dither
(no per-frame flicker), per-step height jitter, 4-octave fbm renormalised,
softer density threshold, distance softening as a procedural mip,
grazing path clamp, cloud shadows on the ground (cloudShadowDensity/
Floor/Ambient) and cloud haze factor
- terrain: self-shadows from the elevation field (penumbra + shadow floor),
soft mosaic rim (edgeFadeTiles), east/west axis corrected (+X = west)
- lights: per-object twilight switching for cars, city dots and ground blocks
- flights: contrail width 620 m, fade to zero by contrailFadeKm, aircraft
size decoupled from trail width, count halved
- render: CONFIG.renderScale with integer upscale + image-rendering: pixelated
- data: nginx overpass proxy + cache, per-mirror cooldown ladder, ring-based
cell ordering (disc fills evenly), settlements fetched before roads,
interim chain persistence, two worker lanes (car/city) with progress logs
- removed: NASA VIIRS night-lights layer (fetch, canvas, texture, uniforms)
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2026-10-11 15:04:21 +02:00 |
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Richard Zink
|
cd460ec100
|
city lights: report buildMs in __cityDbg (measured: 17.5k places -> 46.7k points in 1.5ms)
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2026-10-10 14:30:32 +02:00 |
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Richard Zink
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75dc5ed5b9
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overpass: drop dead kumi.systems mirror (500 + no CORS) from endpoint ladder
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2026-10-10 13:46:49 +02:00 |
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Richard Zink
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73d5c3f6a7
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settlements: drop costly relation tier from place query (timed whole cells out), 3 mirror rounds with jitter, per-cell progress log; verified live: 1747 places -> 3855 lights
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2026-10-10 13:37:35 +02:00 |
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Richard Zink
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aebe311e32
|
cache derived geometry: merged road chains + settlement list persisted with cell fingerprints; two-tier best-first road stitching (raw-node headings, permissive interchange pass); fast path skips all raw parsing on unchanged data
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2026-10-10 13:15:03 +02:00 |
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