******* 03/01/26 *******

- Improved cloud upscaling:
	- Fix pixelation in motion when thin clouds/fog passes in front of thicker clouds, this was especially bad when very thin fog passes in front of farther away clouds and causes them to pixelate.
	- Fix smearing on overlapped cloud layers at long distances
	- Reduce trailing artifacts on clouds on fast camera movements
- Add ability to set cloud layer linear speed relative to the planet's radius, or as angular speed instead of defaulting to linear speed at layer's altitude. Makes it easier to sync layers to each other and avoids them desyncing when rescaling the planet's radius (eg planet rescales that don't modify the cloud configs). Default to existing behaviour (linear at layer altitude) for compatibility
- Fix singularities in cloud flowmaps causing visible discontinuities/artifacts on Jool
- Improve Jool 2d (orbit view) flowmap
- Fix puddles shifting/moving around in some cases
- Improve ocean generation and scene switch times by generating ocean spectrum and variance on the GPU. Thanks to @Phantomical/steamroller for the tip and initial parallelized CPU version.
- Small performance improvements in ocean FFT shader
- Fix square artifacts on ocean surface on NVidia 50 series GPUs
- Fix some case sensitive cloud texture paths for Linux. Thanks to @pipai for the tip

******* 12/10/25 *******

Scatterer:
- Fix scatterer causing darker ground ambient/reflection in reflection probes
- VR fixes by JonnyOthan
- Fix duplicate instance message when switching scenes in editors

Deferred (download separately)
- Fix nested reflections in reflection probe causing overbright reflections on minmus flats


******* 30/09/25 *******

- Fix Scatterer causing parts in the VAB to become dark

- Deferred updates (download separately)
	- Fix Deferred SSR getting "phantom" bright white reflections on Minmus when there is nothing to reflect
	- Force reflection probes on to fix some users getting no ambient lighting because they disabled it
	- Check for NaNs when doing lighting and SSR to attempt to fix some issues with SSR becoming black


******* 3.1.0 - 29/09/25 *******

- Fix serious issue causing kraken attack (ships going off-course or disintegrating) when switching to map view in some conditions

******* 3.0.0 - 28/09/25 *******

- New features:

	- Improved volumetric clouds
		- Reworked noise and shading to get more realistic-loking clouds
			- Improve noise quality, more detail can now be extracted out of a single baseNoise texture
			- More control over noise is provided through persistence and lacunarity variables and how "deep" inside the cloud erosion is performed. Also added a setting to get a more billowy/rounded noise
			- Remove obsolete noise/brightness settings that are difficult to control and direct
			- Remove obsolete detail noise
		- Improved cloud upscaling
			- Reduced noise
			- Fixed noise appearing on sudden camera movements
			- Add a distance-based continuous accumulation setting, this increases noise absorption at long distances allowing larger step sizes. Distance adjustment is a trade-off for smearing (which falls off with parallax/distance)
		- Add density gradient curves to make clouds get denser over height
		- Upgrade anti-tiling method, less 3d noise tiling will be noticeable on clouds
		- Old configs are incompatible, change node name to layerRaymarchedVolumeV5 to not load old configs, bump major version
		- Handle overlapping volumetric layers, the solution is not perfect and overlapping layers should ideally be rendered densest to thinnest, added a manual "overlapRenderOrder" setting to control this
		- Add/fix normalmap support on 2d clouds
		- Add a lambertian setting to 2d clouds to finetune the shading, previous versions (With scatterer integration) would be the equivalent of lambertian set to zero
		- Add loading of BC5 format for normalMaps in EVE (with on-demand texture loading)
	
	- Wet surfaces
		- Add puddles that accumulate when it rains and slowly dry off, accumulation is simulated locally and can happen off-screen and on game/planet loads
		- Add different settings to modify Buildings/Terrain/Craft' smoothness and albedo with wetness and puddle accumulation
		- Add rain ripples on puddles when it is raining
	
	- Add screen-space reflections (using Deferred)
		- Compatible with all deferred shaders and Scatterer Ocean
	
	- Improved lighting and shadows
		- Render clouds in reflection probes making them appear in off-screen reflections and impact ambient light
		- Make scattering render correctly on reflection probes
		- Integrate cloud shadows into the lighting correctly instead of being overlaid on the final image, render cloud shadows at lower resolution
		- Add sunset colors and cloud shadows to the IVA lighting and reflection probes
		- Sort atmospheres and cloud layers back-to-front correctly, most noticeable when observing Jool behind Laythe
		- ParticleFields receive ambient light from reflection probe and shadow from lightVolume
		- Improved accuracy of screen space cloud shadows to the actual volumetrics
	
	- Ocean improvements
		- Add SSR support to ocean
		- Render Scatterer ocean in a Deferred manner, removes the pixel lights cost for the ocean and enables them by default
		- Improve ocean refractions to look more realistic/accurate, using an SSR-like method
		- Additional settings for ocean reflection and ambient colors, for emulating metallic or exotic oceans
		
	- Improved authoring tools
		- Add tile-based painting tools to volumetrics painter
		- Add live preview to painter brush (no longer need to click/paint to see the result, just mouse over)
		- Screen space cloud shadows now see painter modifications
		- Add exporting of 2d cloud maps (albedo, transparency and normals) from volumetric clouds

	- Other
		- Small performance improvement for lightVolume updates
		- Remove obsolete KeepUntilingOnNoFlowAreas option (due to sample count difference between anti-tiling and flow) and add a per-layer option to disable anti-tiling if needed
		- Improve performance on a cloud layer if all cloud types use the same noise scale
		- Add per-type multiple scattering brightness setting, to tweak excessive brightness on very thin clouds
		- Add per-type curl noise strength
		- Add fxOnly option to avoid raymarching layers used only for particles and sounds
		
- Configs:
	- New Kerbin configs
		- Hand-painted cloud formations taking advantage of new cloud features
		- Added several new cloud types better approaching the look of real convective clouds
		- Cumulonimbus clouds are now on their own layer overlapping the main layer for a more complex realistic look
		- Added several tiles to paint realistic cloud formations using the new tile painter
	- Redone Laythe Volcanoes to look more imposing and realistic, taking pyrocumulus clouds as inspiration

- Fixes
	- Fix clouds disappearing below a certain density, making thin clouds not work well
	- Fix pitch black darkness on dark side of planets caused by Eclipse bug in EVE
	- VR fixes by @JonnyOThan
		- Fix SMAA in VR
		- Use the correct resolution in VR for multiple effects
		- Reduce smearing on right eye for volumetric clouds
	- Fade out wave interactions for craft going fast, makes seaplanes easier
	- Fix Volumetric cloud shadows on the ground sliding around with zoom at some distances
	- Make TAA see volumetric clouds motion vectors for less blur on clouds when TAA is active
	- Fix scaled space camera skybox motion vectors adding additional TAA blur
	- Fix artifacts/clipped neighbours on some snow particle texture
	- Fix minor issue with the kerbal IVA portrait viewport matching the main camera's
	- Reduce global keywords and use local keywords to avoid crashes with many mods adding keywords
	- Fix memory leaks when generating atmos or just pressing generate and loading atmos from cache


******* 16/07/24 *******

	- Fix issue with Kcalbeloh/singularity not showing up due to the TAA fixes

******* 14/07/24 *******

	- Fix TAA smearing and dimming the skybox (galaxy background) on camera movements
	- Fix TAA smearing scaled planets on timewarp

******* 01/07/24 *******

	- Fix Scatterer eclipses causing shiny scaled space planets with Deferred

******* 21/06/24 *******

	- Minor Scatterer fixes for deferred rendering
	- Fix rendering underwater fog on gas giants with oceans (for planet mods)

******* 2.3.4 - 08/06/24 *******

	- Fix compatibility with deferred rendering


******* 2.3.3 - 09/03/24 *******

	- Restored DetailTex functionality on volumetric clouds for modders

******* 2.3.2 - 28/02/24 *******

- Fixes:
	- Fix missing ocean and other effects when applying any of the in-game video settings in flight or when changing game resolution or monitor
	- Fix occasional nullref spam caused by ocean failing to load when switching ships from tracking station or loading a savegame
	- Fix black sky issue on intel integrated graphics and Macs
	- Fix white sky issue on slow GPUs when generating atmos

******* 2.3.1 - 30/01/24 *******

- New features:
	- Make it possible to combine SMAA and TAA for better AA and the best of both worlds
	- Make it possible to disable TAA below a configurable fps threshold (26  by default) and fallback to SMAA-only if TAA and SMAA are both enabled
	- Support for new non-Kerbin homeworld name (see latest versions of Kopernicus)

- Fixes:
	- Fixed V4 clouds not working correctly on Mac and appearing blocky and undefined (ie with no noises applied)
	- Fixed several issues leading to a black sky on all platforms, a few cases remain which I'm investigating
	- Fixed error leading to a double image with an old image of the craft stuck on screen, notably when switching to Jool from tracking station
	- Fixed saturated planets in scaled space being caused by the scaled color adjustment feature in Scatterer
	- Fixed stock ocean occasionally reappearing and conflicting with scatterer ocean
	- Fixed black scaled scattering when switching to bodies from tracking station
	- Fixed atmo failing to load if EVE integration is disabled in the main settings
	

******* 2.3.0 - 22/12/23 *******

New features:
	- New lighting model: Better handling of multiple scattering and better interplay of direct lighting and ambient, clouds look fluffier.
	- Light volume: Long-distance cloud shadows and ambient handled via separate system. Updates in the background, has its own settings.
	- Physically accurate godrays: Scatterer feature, clouds can now cast godrays using the above light volume, with better physical accuracy than previous methods. Can also be used for terrain shadows, see settings in the KSC screen Scatterer menu.
	- Screenshot mode: Disable TAA and other temporal effects when taking screenshots. Make screenshots compatible with supersizing and free of temporal artifacts/blur
	- Native cubemap support: Cubemaps are now loaded as a native hardware cubemap instead of being sampled as 6 separate textures, improves performance on configs using cubemaps, notably RSS.
	- Additional temporal upscaling settings including 3x, 6x, 9x and 12x for better quality/performance tuning.
	- Exposed phase functions for single and multiple scattering for clouds
	- Added signed distance fields to skip empty space when raymarching, limited performance gains, see wiki https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Signed-Distance-Fields
	- Added scatterer option to use only SMAA in IVA when using TAA, to limit blurring on droplets and other elements because some cockpits have glass that is treated as opaque.
	- Added scatterer setting to reduce the extinction tint on sunlight at noon
	- Added option to unload clouds painters (to free up memory or load new textures)
	
Configs:
	- Tweaked Kerbin's atmosphere to make sunsets/sunrises look better with the new godrays
	- Tweaked all cloud configs to look better with the new lighting (go see the new settings on Eve)
	- Separated Scatterer configs into separate folder "StockScattererConfigs"

Fixes:
	- Fixed distracting black artifacts on the clouds that would appear around the horizon or in movement
	- Fixed blue edges/outline which appear when a cloud layer is seen through an other, typically when looking at clouds through fog or rain
	- Fixed visible "barrier" between fog/rain and the background
	- Fixed cloud upwards noise animating way faster than it should in timewarp, causing artifacts
	- Fixed ozone causing a strange tint to appear on crafts in orbit with rescale


******* 2.2.1 - 26/08/23 *******
- Fixed textures not loading when using steam launch options
- Fixed low fps in main menu

******* 2.2.0 - 20/08/23 *******

New features:
	- Cockpit Droplets: Droplets and streaks will now be seen in IVA view moving along windows and windshields when raining or flying through a dense cloud, they refract the background and evaporate at supersonic speeds. Their motion matches the craft speed and movement direction
	- Separate sound file can be played in IVA (used here to add noise of rain hitting winshield)
	- Load on demand (reduce RAM and VRAM usage, faster load times if not using community fixes)
	- BC4 texture support
	- Higher quality cloud shadows closely matching volumetrics (when volumetrics are enabled)
	- New orbit mode for temporal upscaling, improving image quality and stability from orbit and long distances, can be disabled if needed
	- Ozone layer support for Scatterer
	
Configs:
	- Rain on Kerbin is now more frequent and it's now always raining somewhere on the planet
	- Fixed some seams on Kerbin cloud textures
	- Kerbin's atmo tweaked to be more earth-like
	- Added falling snow on Laythe
	- Diffused cloud cover on Laythe poles, to allow for occasional views of Jool from the poles, previously cloud cover was constant

Fixes
	- Clouds:
		- Improved temporal upscaling to work better in motion and from orbit, should have less artifacts and blurring
		- Fixed high temporal upscaling settings resulting in weird line artifacts on clouds
		- Fix artifacts on cloud edges intersecting terrain/craft
		- Fix issue on cloud self-shadowing forming a stepping artifact near tops of cloud layers
		- Fix cubemap support for flowmaps
		- Clouds now render in HDR buffers if HDR is enabled (less banding if you have a HDR monitor)
		- Fix teapplying a volumetrics layer in map view breaking PQS terrain
		
	- Scatterer:
		- Fixed HDR support in Scatterer (both with and without TAA), sun can now be seen gliting off reflective crafts with TU (see images on patreon post) if using HDR and bloom from TUFX.
		- Fix mie scattering ending at a visible line before the terminator when using thick mie scattering
		- Fix sunflare being offset from the sun during high timewarp
		- Improvements to Scatterer TAA: Less ghosting and sharper TAA algorithm
		- Fix sky not reflecting off crafts in OpenGL
	

Other:

******* 2.1.3 - 11/06/23 *******
- Fixed OpenGL (Mac and Linux) issue where Jool clouds are cut off before the horizon from high altitude
- Improved scatterer wave interactions to make boats and sea planes easier without overriding the stock water drag (no longer affecting the max speed of submarines), only removed the excessive drag when hitting waves

******* 2.1.2 - 07/06/23 *******
- Fixed engine/rocket sounds getting disabled when there is a lot of thunder
- Fixed clouds disabling in map view when going under the surface of Jool
- Fixed Jool flowmap not being paintable because of duplicated 2d layers

******* 2.1.1 - 28/05/23 *******
- Fixed Kerbal IVA flashing repeatedly on screen in some cases
- Fixed "Invalid scenehandler" log spam
- Fixed repetitive crashing in some cases
- Fixed terrain tiles detaching and creating holes in some cases

******* 2.1.0 - 21/05/23 *******

New features:
	- Particle effects, used for actual rain (with splashes on surfaces), snow and dust + sound effects
	- Lightning strikes, with sound effects, light emission and dedicated bolt textures
	- Flowmaps to animate both the scaled texture and the volumetrics, used on Jool for swirls and moving bands

Configs:
	- Jool config: moving clouds, swirls and bands. Best enjoyed in timewarp. Ability to go much further down inside Jool than the previous -250m limit. Higher quality cloud settings than on the other planets.
	- Kerbin: Added lots of anvil clouds, rain and lightning placed under/around anvils. Decreased frequency of fog and rain and fixed fog happening around the planet all at once. The top cloud layer is now wispier.
	- Duna: made the dust storms less noisy and made them darken the ground. Added a few rotating dust devils.
	- Laythe: Plumes now move in the direction of the wind not just upwards.

Fixes:
	- Fixed hard edges on the rain on Kerbin
	- Fixed eclipses on volumetrics and scattering, not just the sky. Eclipses on Laythe are now scary
	- Fixed harsh line/cutoff on the terminator on the clouds of Kerbin
	- Fixed OpenGL/mac/linux support
	- Fixed alphamap support for the in-game painter
	- Fixed some issues with scatterer sunColor not applying to volumetrics
	- Fixed error messages with the screen not being divisible by 4 * 2 and clouds not loading
	
	
Other:
	- TimeSettings now have a unit setting and can be set in hours instead of seconds, defaults to seconds for retrocompatiblity.
	- RaymarchedVolume color settings now accepts both 255 RGB colors and 1-0 float colors
	- Added brush hardness setting in the painter


******* 2.0.1 - 14/01/23 *******
- Fixed issue in Eve config causing the multiple layers and the cloud Pillars not to show up
- Scatterer sunflare now affected/hidden by clouds and other volumetrics


******* 2.0.0 - 13/01/23 *******
- First patreon release