Modified weapon scripts to eliminate specialized projectile behavior - allows charged weapons to have projectiles and modify weapon stats when charged
Added machine gun weapon & VFX
Moved third party code to Plugins folder to improve compile times
New asteroid models
Asteroid belts have a custom width curve = tighter belts
Zone Generator uses color theory now
Zone gravity well is much deeper, filled with ambient glow
Gravity waves flow over time
Fog follows gravity waves
Gas Giant shader fixed, offsets distort albedo properly
Fog sample distances follow exponential curve
Fog noise offsets sampling position instead of subtracting density = more natural looking noise
Fog brightness fades out at max view distance
Added the ability to generate zones locally in order to facilitate rapidly iterating generation parameters. Then of course I tweaked the shit out of the zone generation!
Polished UI for the title screen
Added login, registration and session management to CultClient
Connected title screen to CultClient login and registration
This is just a very basic implementation of the algorithm, just to test and for me to understand it better, next commit I'm gonna implement the last version of it with variable density