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50 Commits over 92 Days - 0.02cph!

6 Months Ago
Cherry picking 73247
6 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)
6 Months Ago
Removed reflection quality 0 since ReflectionProbeEx is broken for some people (leading to completely black reflection probe)
6 Months Ago
Fixed additional edge cases of left / right confusion at rail intersections
6 Months Ago
Added world reflection quality 4
6 Months Ago
Fixed remaining edge cases of left / right confusion at rail intersection points
6 Months Ago
Increased distance between rail sidings slightly to prevent locomotive crash issues in corners
6 Months Ago
Fixed edge case of left / right confusion at intersection point of trainyard connection rail with main rail
6 Months Ago
Fixed steep cliffs around trainyard sometimes preventing rail to connect to it on both ends
6 Months Ago
Fixed trainyard rail transition being incorrect on the client (client map cache needs to be cleared for this to apply)
6 Months Ago
Removed some old trail connection points from trainyard that no longer make any sense
6 Months Ago
Forgotten prefab (player_preview)
6 Months Ago
Fixed RustCamera NRE in edit mode
6 Months Ago
Fixed player preview not setting global_SkyReflection (breaks certain shaders under certain conditions)
6 Months Ago
Fixed lighting not updating completly when changing reflection.quality convar
6 Months Ago
Tweaks to reflection quality 0 and 1 in order to better match the brightness of reflection quality 2 and 3
6 Months Ago
Smaller underwater labs
6 Months Ago
Converting AnimalFur shader to Core (fixes it not being affected by new cubemap ambient light)
7 Months Ago
Fixed new ambient light missing from viewmodels under certain conditions
7 Months Ago
Merge from main
7 Months Ago
Fixed foliage billboards not receiving new ambient light on procedural maps
7 Months Ago
Distinct player preview cubemap (using PlayerPreviewCubemap asset, which is very basic; worth setting up something nicer looking?)
7 Months 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
7 Months Ago
Disabled road grass decor (look very out of place / not grounded at all, particularly with the new road specular)
7 Months Ago
Adjusted max shadow distance relative to shadow cascade setting
7 Months Ago
Automatically set lighting window BakedGI, RealtimeGI, Auto Update in scenes with TerrainMeta (this ensures lighting looks somewhat correct in edit mode)
7 Months 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)
7 Months 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)
7 Months Ago
Merge from global_lighting_tweaks
8 Months Ago
Better rail terrain blending
8 Months Ago
Additional cliff terrain checks to prevent spawning on rail in certain edge cases
8 Months Ago
Fixed procedural rail being scaled slightly thinner than the original / hand placed mesh
8 Months Ago
Trainyard rail connection points moved down slightly to match hand placed rail
8 Months Ago
Smoothly connect procedural rail mesh to monument rail mesh (seeing a slight mesh mismatch that needs looking into)
8 Months Ago
Porting previous PlaceMonumentsRoadside and PlaceMonumentsRailside improvements to PlaceMonuments
8 Months Ago
Parameter tweaks for further modest load time savings in the editor and on the server
8 Months 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)
8 Months Ago
GenerateRailLayout is better at finding valid connections
8 Months Ago
Various PlaceMonumentsRailside and PlaceMonumentsRoadside improvements
8 Months Ago
Fixed roadside decor sometimes spawning too close to rail
8 Months Ago
Various improvements when connecting monuments to the rail network
8 Months Ago
Better tangent calculation for PlaceMonumentsRailside
8 Months Ago
Magic number tweaking (this is awful, will fix later)
8 Months Ago
Moved trainyard prefab to railside monument folder
8 Months Ago
Added PlaceMonumentsRailside and GenerateRailLayout to World Setup
8 Months Ago
GenerateRailLayout doesn't fail on rail connection nodes that are surrounded by monument topology (which is usually considered blocked for rail generation)
8 Months Ago
Added rail connection points to trainyard
8 Months Ago
GenerateRailLayout initial version (connect existing monuments to rail network, like GenerateRoadLayout for roads)
8 Months Ago
PlaceMonumentsRailside baseline
8 Months Ago
Merge from main