- Enabled ring shadows on moons and other objects that aren't themselves surrounded by
ring systems.
- Use texture LOD bias to add blurriness to ring shadows (a result of the finite
size of the light source.)
- Calculate ring phase function per-pixel instead of per-vertex
- Implemented more realistic rendering of unlit side of ring systems
- Used new Eigen's NewStdVector for vectors containing fixed-sized vectorizable
objects.
- Very faint shadows (where the occulting object appeared much smaller than the sun) were being rendered completely black. This is now fixed.
- Maximum shadow depth and umbra (or antumbra) radius are now accurately calculated for all eclipses
- Extremely faint shadows are culled for performance
- Added light brightness parameter for shader; required in order for night textures to look right in some multiple light source situations.
- Added castsShadows property for light sources. Shadows are not rendered for planetshine light sources.