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virtual opengl color, overcast level based tweaks to light glare and freespot strength, precipitation based fog density adjustment, overcast level included in the light activation threshold
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@@ -584,7 +584,7 @@ void TAnimModel::RaPrepare()
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case ls_Dark: {
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// zapalone, gdy ciemno
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state = (
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Global.fLuminance <= (
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Global.fLuminance - std::max( 0.f, Global.Overcast - 1.f ) <= (
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lsLights[ i ] == static_cast<float>( ls_Dark ) ?
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DefaultDarkThresholdLevel :
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( lsLights[ i ] - static_cast<float>( ls_Dark ) ) ) );
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@@ -594,7 +594,7 @@ void TAnimModel::RaPrepare()
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// like ls_dark but off late at night
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auto const simulationhour { simulation::Time.data().wHour };
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state = (
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Global.fLuminance <= (
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Global.fLuminance - std::max( 0.f, Global.Overcast - 1.f ) <= (
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lsLights[ i ] == static_cast<float>( ls_Home ) ?
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DefaultDarkThresholdLevel :
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( lsLights[ i ] - static_cast<float>( ls_Home ) ) ) );
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