Night polish: moonlight, lit towns, a loading bar

The rock under a real moonlight, towns that read as night with Town lights on, the Building the world panel, and the minimap on mesh ranges.

Before: the Ruler Cities at 22:00 in Epic. At night the sun uniform holds the moon, high in the sky, and the rock shader's golden-hour rule lifted it to full daylight strength, so the fields beyond the city glowed bright green; the buildings stand almost daytime grey and the window lights are small dots.
▶ Go there night-1-city-before
Before: the Ruler Cities at 22:00 in Epic. At night the sun uniform holds the moon, high in the sky, and the rock shader's golden-hour rule lifted it to full daylight strength, so the fields beyond the city glowed bright green; the buildings stand almost daytime grey and the window lights are small dots.
After, the same spot and tick: the fields lie under a cool moonlight, the town's night is darker with Town lights on, and each building's facing side carries a grid of windows from the street up to under its roof, lit by Lars's Foundry light law and the GF(2) facade rule, warm amber to cool white by the channel's rank. Pools of lamplight lie along the boulevard.
▶ Go there night-2-city-after
After, the same spot and tick: the fields lie under a cool moonlight, the town's night is darker with Town lights on, and each building's facing side carries a grid of windows from the street up to under its roof, lit by Lars's Foundry light law and the GF(2) facade rule, warm amber to cool white by the channel's rank. Pools of lamplight lie along the boulevard.
Town lights on their own (Graphics: Smooth with lights=on): no bloom and no rock, the same lit windows and lamp pools on the plain renderer.
▶ Go there night-3-city-lights
Town lights on their own (Graphics: Smooth with lights=on): no bloom and no rock, the same lit windows and lamp pools on the plain renderer.
A village on the Settlements Road at night in Beautiful: the houses' windows glow warm, each with a soft halo, chosen by the same Foundry law; the valley is darker with Town lights on.
▶ Go there night-4-village
A village on the Settlements Road at night in Beautiful: the houses' windows glow warm, each with a soft halo, chosen by the same Foundry law; the valley is darker with Town lights on.
Before: the Ember Rift's arch at 20:36 in Epic, the walls lit grey by a moon the rock shader treated as a sun.
▶ Go there night-5-rift-before
Before: the Ember Rift's arch at 20:36 in Epic, the walls lit grey by a moon the rock shader treated as a sun.
After: the same view under a cool, dimmer moonlight; the basalt falls back into the night and the lava stands out down every wall.
▶ Go there night-6-rift-after
After: the same view under a cool, dimmer moonlight; the basalt falls back into the night and the lava stands out down every wall.
Building the world…: while a world first fills in, a panel shows how many of the far tiles are in (here 420 of 611 on the Ternary Gorge); it appears only if filling takes over half a second, fades when the field is whole, and Go now dismisses it.
▶ Go there night-7-loading
Building the world…: while a world first fills in, a panel shows how many of the far tiles are in (here 420 of 611 on the Ternary Gorge); it appears only if filling takes over half a second, fades when the field is whole, and Go now dismisses it.
The minimap on the Ember Rift, left as the chunks paint it, right as it is now painted from the law alone where no chunk is built (a range drawn by the mesh): the same rock and water from WanderWorlds.heightBlock in the world's palette; the lava floors come from chunk materials and are not drawn there.
▶ Go there night-8-minimap
The minimap on the Ember Rift, left as the chunks paint it, right as it is now painted from the law alone where no chunk is built (a range drawn by the mesh): the same rock and water from WanderWorlds.heightBlock in the world's palette; the lava floors come from chunk materials and are not drawn there.