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branchrust_reboot/main/Trainyard_updatecancel

50 Commits over 92 Days - 0.02cph!

1 Year Ago
Cherry picking 73247
1 Year 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)
1 Year Ago
Removed reflection quality 0 since ReflectionProbeEx is broken for some people (leading to completely black reflection probe)
1 Year Ago
Fixed additional edge cases of left / right confusion at rail intersections
1 Year Ago
Added world reflection quality 4
1 Year Ago
Fixed remaining edge cases of left / right confusion at rail intersection points
1 Year Ago
Increased distance between rail sidings slightly to prevent locomotive crash issues in corners
1 Year Ago
Fixed edge case of left / right confusion at intersection point of trainyard connection rail with main rail
1 Year Ago
Fixed steep cliffs around trainyard sometimes preventing rail to connect to it on both ends
1 Year Ago
Fixed trainyard rail transition being incorrect on the client (client map cache needs to be cleared for this to apply)
1 Year Ago
Removed some old trail connection points from trainyard that no longer make any sense
1 Year Ago
Forgotten prefab (player_preview)
1 Year Ago
Fixed RustCamera NRE in edit mode
1 Year Ago
Fixed player preview not setting global_SkyReflection (breaks certain shaders under certain conditions)
1 Year Ago
Fixed lighting not updating completly when changing reflection.quality convar
1 Year Ago
Tweaks to reflection quality 0 and 1 in order to better match the brightness of reflection quality 2 and 3
1 Year Ago
Smaller underwater labs
1 Year Ago
Converting AnimalFur shader to Core (fixes it not being affected by new cubemap ambient light)
1 Year Ago
Fixed new ambient light missing from viewmodels under certain conditions
1 Year Ago
Merge from main
1 Year Ago
Fixed foliage billboards not receiving new ambient light on procedural maps
1 Year Ago
Distinct player preview cubemap (using PlayerPreviewCubemap asset, which is very basic; worth setting up something nicer looking?)
1 Year Ago
Instead of pausing reflection blending completely when standing still, just slow it down a lot to ensure things still update as the sun moves
1 Year Ago
Disabled road grass decor (look very out of place / not grounded at all, particularly with the new road specular)
1 Year Ago
Adjusted max shadow distance relative to shadow cascade setting
1 Year Ago
Automatically set lighting window BakedGI, RealtimeGI, Auto Update in scenes with TerrainMeta (this ensures lighting looks somewhat correct in edit mode)
1 Year Ago
Changed handling of global_SkyReflection / unity_SpecCube0 because global_SkyReflection can't be set at edit mode (global_SkyReflection now only used in mesh decals and water system, will need testing if it's needed elsewhere)
1 Year Ago
Fixed traincars.population null entry Better warning when SpawnPopulation contains a null entry Fixed NRE in CoalingTower when running procedural map in the editor (cc billb, this is probably the wrong way to fix it)
1 Year Ago
Merge from global_lighting_tweaks
1 Year Ago
Better rail terrain blending
1 Year Ago
Additional cliff terrain checks to prevent spawning on rail in certain edge cases
1 Year Ago
Fixed procedural rail being scaled slightly thinner than the original / hand placed mesh
1 Year Ago
Trainyard rail connection points moved down slightly to match hand placed rail
1 Year Ago
Smoothly connect procedural rail mesh to monument rail mesh (seeing a slight mesh mismatch that needs looking into)
1 Year Ago
Porting previous PlaceMonumentsRoadside and PlaceMonumentsRailside improvements to PlaceMonuments
1 Year Ago
Parameter tweaks for further modest load time savings in the editor and on the server
1 Year Ago
PlaceMonumentsRoadside is much faster in certain use cases, like tunnel entrances (saving 50s+ in the editor, but only runs on server so won't improve client load times)
1 Year Ago
GenerateRailLayout is better at finding valid connections
1 Year Ago
Various PlaceMonumentsRailside and PlaceMonumentsRoadside improvements
1 Year Ago
Fixed roadside decor sometimes spawning too close to rail
1 Year Ago
Various improvements when connecting monuments to the rail network
1 Year Ago
Better tangent calculation for PlaceMonumentsRailside
1 Year Ago
Magic number tweaking (this is awful, will fix later)
1 Year Ago
Moved trainyard prefab to railside monument folder
1 Year Ago
Added PlaceMonumentsRailside and GenerateRailLayout to World Setup
1 Year Ago
GenerateRailLayout doesn't fail on rail connection nodes that are surrounded by monument topology (which is usually considered blocked for rail generation)
1 Year Ago
Added rail connection points to trainyard
1 Year Ago
GenerateRailLayout initial version (connect existing monuments to rail network, like GenerateRoadLayout for roads)
1 Year Ago
PlaceMonumentsRailside baseline
1 Year Ago
Merge from main