userandererandrecancel

11,354 Commits over 3,166 Days - 0.15cph!

4 Months Ago
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Codegen
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4 Months Ago
Merge from rail_network_4
4 Months Ago
Another NRE edge case fix
4 Months Ago
Merge from terrain_anchor_radius
4 Months Ago
Gizmo
4 Months Ago
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Implementation (needs prefab updates + testing)
4 Months Ago
Merge from rail_network_4
4 Months Ago
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4 Months Ago
Fixed camera snapping after closing inventory under certain conditions on OSX
4 Months Ago
Same thing for RendererGrid and WorldGrid
4 Months Ago
Faster trivial reject for LOD cells
4 Months Ago
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4 Months Ago
Merge from main
4 Months Ago
Cherry picking 73306
4 Months Ago
Fixed unintended rail intersection overlaps that could lead to triple intersections
4 Months Ago
Merge from main
4 Months Ago
Merge from main
4 Months Ago
Cherry picking 73247
4 Months Ago
NRE edge case fix
4 Months Ago
Cleanup
4 Months Ago
Minor GenerateRoadTerrain tweaks
4 Months Ago
Fixed PathInterpolator.Resample issues that could lead to edge cases with weird looking, bent / stretched rails
4 Months Ago
Replaced "World Reflections" setting with two toggles in the experimental graphics settings: "Advanced Interior Lighting" and "Advanced Forest Lighting" which represent reflection quality 3 and 4 If both experimental options are disabled, the equivalent of reflection quality 2 is used (cubemap ambient light only considers the terrain and monument buildings)
4 Months Ago
Removed reflection quality 0 since ReflectionProbeEx is broken for some people (leading to completely black reflection probe)
4 Months Ago
Fixed additional edge cases of left / right confusion at rail intersections
5 Months Ago
Added world reflection quality 4
5 Months Ago
Fixed remaining edge cases of left / right confusion at rail intersection points