On-Together: Virtual Co-Working
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SuSul-OnTogether_Day_and_Night-1.0.1
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1.0.1

  • Removed the dark outline around the sun. Its alpha was max(disc, corona), and the two terms crossed over where the disc had already fallen to zero but the corona had only reached 0.17 - a kink in the profile sitting right against the bright core, which reads as a dark ring. The corona is now composited under the disc (disc + corona * (1 - disc)), which is continuous: peak curvature over the whole profile drops from 0.026 to 0.003.

  • Strengthened the sun's corona. The skybox disc used to supply a wide bloom and the billboard replaced it, but the corona was only 0.17 opaque at the disc edge, so the sun lost its glow - the game's own Bloom is off by default, so nothing else was filling in. The corona now starts at 0.37 at the disc edge and decays smoothly, reaching exactly zero at the quad edge so no straight seam shows along the billboard's border, and the billboard is wider to give it room.

  • Fixed the sun drawing as a solid white square. Its texture was built with Mathf.SmoothStep(0.16f, 0.21f, radius), which reads like GLSL's smoothstep(edge0, edge1, x) but is not: Unity's overload returns a value between the first two arguments, so every pixel came out at roughly 0.8 alpha and the whole quad was opaque. Correct form is Mathf.SmoothStep(0f, 1f, Mathf.InverseLerp(edge0, edge1, x)), which is what every other generated texture in this plugin already used.

  • Enlarged the sun's disc within its billboard so the visible core lands near the angular size the old skybox disc had, rather than a small dot inside a large corona.

  • Dusk and dawn now have separate palettes. A dusk comes up golden orange, a dawn plain yellow at a clearly higher hue, so a morning is never mistaken for an evening. Dawns also roll the dramatic crimson and pink variants far less often - 30% and 45% of the configured chance - because the haze that makes a sky burn builds up over the day.

  • Fixed nearly every twilight reading as pink. The variant colours were pale enough that "orange" landed on peach: as displayed, the old orange had saturation 0.40 against pink's 0.28, so the two were barely distinguishable and the peach read as pink. The palettes are now decisively saturated.

  • The sun reaches the horizon. It was drawn by the procedural skybox's sun disc, which tracks the directional light - and that light is pinned to a 6 degree elevation floor so shading stays stable. The disc could therefore never descend below 6 degrees, and was switched off outright at elevation zero, so it vanished in mid-air every evening. The sun is now its own billboard on the real signed elevation, like the moon, and sets into the water while fading through haze.

  • The moon rises from the horizon instead of appearing already high up. Its fade was keyed to daylight, so it did not begin to show until the sun was nearly three degrees down and was not fully opaque until eight - and at low opacity against a still-bright twilight sky it stayed invisible until it was well up. It now fades on its own elevation, crossing with the setting sun at the horizon: at sun elevation zero both are half visible on opposite sides of the sky.

  • The active colour space is written to the log as a COLORSPACE line. In Linear space every hand-written colour this plugin sets is taken as already-linear and displays lighter and less saturated than the literal suggests, which is the difference between an orange twilight and a peach one.

  • The dusk sea no longer reads as flat lavender paint. 1.0.1 carried the sunset hue into the deep and shallow water as well as the horizon, and everything converged on one purple. Deep water now stays a saturated navy that only leans toward the evening's colour; the warm end belongs to the horizon band, where sea actually meets sky.

  • Fixed the grey step reappearing in the horizon band. A saturated cyan mixed halfway into a warm sky is grey no matter how bright it is, so the horizon crossover is now fast - past a fifth of the twilight the band is nearly all sky - and the daytime horizon colour is a pale haze rather than a deep blue. Across all three twilight variants the sea's minimum saturation is now 0.72 on the body channels.

  • Twilight lasts from 20 degrees of sun elevation instead of 14, so dawn and dusk are roughly 40% longer.

  • The horizon glow band covers about 110 degrees of horizon and 34 degrees of altitude, up from 77 x 19, at higher opacity. The old band was the "small patch near the sun" that was easy to miss entirely. The anti-solar band grew to match, and both were pulled closer in so their corners stay inside the far clip plane at the new size.

  • The whole sky dome now warms at dawn and dusk, not just the band around the sun: the twilight sky tints carry real saturation and drive the skybox up to 0.77 weight, fading back out once the sun is well down.

  • Added the sun-glitter path: the specular track a low sun lays across the water, running from the viewer out to the horizon. Water material colours are uniform over the entire sea, so this is the only part of a sunset that changes with which way you are facing. Configurable under Water.

  • Fixed the waterfall sitting off-palette from the pond and river it feeds. Only horizontal surfaces carry the shadow-receiver overlay, so at night that layer darkened the pond and river while the vertical waterfall sheet kept its own brightness. The overlay now fades out at night, where there are no directional shadows left to show, and follows the water's own driven colour so lit water is barely altered - it is a shadow receiver, not a veil over the whole sea.

  • Fixed the grey sea at dawn and dusk. The water body used to fade from day blue to night blue on a plain interpolation with a warm tint layered on top; a warm tint over an already darkened blue lands on grey, which is exactly the colour that showed while the sky was pink or gold. The sea now moves toward the live sky colour by rotating its hue through blue and violet instead of crossing straight through grey.

  • The sea holds a configurable minimum brightness while the sun crosses the horizon (Twilight sea brightness). It used to reach about a third of its noon level at the exact moment the sky was at its most colourful.

  • Added Sea reflects sky color: the sea now follows the colour of the sky this mod is drawing, strongest on the horizon band, weaker on shallow and deep water. Crimson, pink, and orange dusks each produce their own sea.

  • The water shadow-receiver overlay follows the same sky colour and thins out at dawn and dusk, instead of laying a fixed blue-grey over the sunset.

  • Removed the Real water reflections planar reflection renderer. It never ran: the game's sea meshes carry no Stylized Water WaterObject for it to attach to, so it only logged a warning every scan. Making it run would have cost a second full scene render per frame for colour information the mod already computes for free.

  • The sun holds full brightness right down to the horizon and fades out over the few degrees below it, instead of starting to dim while it was still well up and reaching the waterline as a smudge.

  • The night exposure dip is held back while the sun is crossing. dayWeight is already zero eight degrees down, so the full night darkening used to land while the sky was still burning and took the afterglow with it.

  • The twilight world tint reaches much further. Its internal ceiling was 0.45, so even at the slider's maximum the ground and buildings barely moved off their daytime colour; it is now 0.75. The ambient probe also refreshes every 2 seconds instead of 4 during a twilight, since that probe is what carries the sky's colour onto everything the sun does not reach.

  • Widened the sun-glitter path on the water and raised its opacity. The water's own material colours have to stay blue - carrying the sunset hue into them is what turned the sea lavender - so the warm part of a dusk sea comes from here, and a narrow streak covered too little of it.

  • The glitter path now reaches the waterline instead of stopping in open sea. It was a radial blob capped at 320 m, so its bright centre sat 160 m out - from any height that reads as a coloured disc floating mid-ocean with a strip of untouched water between it and the sun. It now uses a wedge texture that peaks at its far end and narrows as it gets there, and it runs to whichever comes first: the far clip plane or the edge of the water mesh. A flat sea has no true horizon, so the mesh's edge is what actually reads as one, and ending the track there puts the bright end exactly on the visible waterline.

  • Closed the dark band between the sea and the sky. Below the horizon the skybox draws its ground colour, and that strip is what shows between the far edge of the water mesh and the sky. It was a fixed configured colour that could not track a sea which now recolours all cycle, so it cut the water off from the sunset. It now follows the sea's own driven horizon colour.

  • The water shader's float properties are dumped to the log as WATER floats lines. How far the horizon colour reaches back toward the viewer is one of them, and that distance is the only way left to widen the warm band on a dusk sea without tinting the water body itself.

  • Added a time-of-day freeze for testing: a toggle plus an hour slider on the F11 Common tab, and a twilight-variant override so a specific sky can be forced instead of waited for. While frozen, the variant roll is derived from the frozen hour rather than the real clock, so it no longer reshuffles underneath a sun that is not moving.

  • Twilight no longer starts while the sun is still high. It was a linear ramp over an 18 degree window, so the sky was already 40% coloured with the sun 12 degrees up and every dusk dragged on until it stopped reading as an event. The same window now uses a cubic curve, which puts nearly all of the colour in the last few degrees: 12 degrees up is 0.04 instead of 0.40, 6 degrees up is 0.30 instead of 0.70.

  • Cut the pink and crimson twilight chances hard: pink 0.18 to 0.05, crimson 0.10 to 0.03. A dusk is now golden 92% of the time and a dawn plain yellow 97% of the time.

  • Fixed the horizon going dark green at sunrise. The dawn sky tint was the yellowest of the four, and a tint whose green sits high against its red multiplies into the procedural sky's blue scattering and comes out green along the horizon. The dawn tint is now orange-leaning, the skybox tint's green is capped against its red as a guard, and the atmosphere-thickness ceiling came down from 1.5 to 1.30. The glow band stays yellow - it is additive geometry with no scattering to interact with, so a dawn still reads yellow.

  • The time-of-day hold is now a normal feature rather than a testing aid: hold the sky at any hour, and optionally always get the same sunset colour instead of a random one.

  • Rewrote the F11 setting names and descriptions in plain language across Chinese, English and Japanese. Nothing in the menu refers to depth buffers, sample counts, screen angles or shader files any more. Seven strings that had no translation at all - five of them older than this release - now have one; all 166 menu strings are covered.

  • Fixed the blush on fixed map NPCs flickering. Face brightness took the strongest lamp in range by reading that lamp's live intensity - but the local-light budget zeroes every lamp each frame and then re-lights only the ones nearest the camera. An NPC's face therefore tracked which lamps happened to be inside that budget, and simply walking past flipped one in or out and stepped the face with it. It now reads what each lamp is meant to be emitting, which does not depend on the camera at all. Brightness is also eased toward its target rather than snapped.

  • Fixed the package needing to be moved into the plugins folder by hand after installing with a mod manager. A manager places a package by matching the folders inside the zip against an install-rule tree rooted at BepInEx - BepInEx/plugins, BepInEx/patchers, BepInEx/config and so on. The zip shipped a bare top-level plugins/ folder, which matches nothing in that tree, so the manager had no rule for it and left it where it fell. The zip now ships the full BepInEx/plugins/On-Together_Day_and_Night/ path, which both mod managers and a manual drag of the BepInEx folder place correctly.

  • The packaging script now takes the version from the manifest instead of a hard-coded 1.0.0, and refuses to build a package that would fail on upload: it checks the manifest name, version format, description length and dependency strings, that icon.png is exactly 256x256, and that the zip contains nothing a mod manager has no rule for.

1.0.0

First formal release of On-Together: Day and Night.

  • Real-time configurable day and night cycle, including 1440-minute real-day synchronization.
  • Dynamic sky, weather, water shading and reflections, shadows, scene lights, and nature ambience.
  • F11 live settings menu in Chinese, English, and Japanese.
  • Handheld game-console screen glow with subtle colour changes.
  • Fixed Thunderstore/manual ZIP paths so plugins/On-Together_Day_and_Night extracts as real folders.
  • Kept the procedural sky and grading off sticker/overlay and ID-photo capture cameras.
  • Kept every face feature on its original shader and added renderer-local tint copies that follow real directional occlusion, night brightness, rain, and nearby lamps without changing texture alpha or shared materials.
  • Reduced movement stalls by avoiding full rebuilds on streamed additive scenes, scanning only active player parts, and matching device-screen overlays to their source renderer state.
  • Restored the 4096 shadow atlas and four cascades after the lower preset proved visibly blurry; retained the safer 48 simultaneous local-light limit and disabled cloud-shadow default.
  • Moved release staging outside BepInEx/plugins, preventing BepInEx from finding a duplicate packaged DLL.
  • A thunder chance of zero now immediately cancels both the mod's flash and any active thunder one-shot.
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