Список изменений
What's new
Fixed: nights were too bright. The day/night color grading was reading the position of "whichever celestial body is currently active" (sun by day, moon by night), and since the moon is above the horizon for most of the night, the shader mistakenly treated most nights as daytime. Night lighting now depends only on the sun's real position, so it dims correctly. Fixed: shadow artifacts on players/mobs. Entities were missing the normal-offset shadow bias that terrain and water already had, causing shadow acne (small moving dark patches) on curved meshes. Also upgraded entity shadows from a single hard sample to proper soft PCF filtering. Performance pass. Bloom blur now runs on a quarter-resolution buffer (half width, half height) instead of full resolution. Default shadow PCF sample count reduced from 25 taps/pixel back to 9, now exposed as an in-game slider (1 to 25 samples) under a new "Performance" options group so you can tune quality vs. FPS yourself. New: subtle rain wetness highlight on exterior surfaces, added at essentially no performance cost.

