branchrust_reboot/main/Trainyard_updatecancel
                         
                     
             
         
     
    
        
50 Commits over 92 Days - 0.02cph!
    
    
        
        
            
            
            
                
                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)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed reflection quality 0 since ReflectionProbeEx is broken for some people (leading to completely black reflection probe)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed additional edge cases of left / right confusion at rail intersections
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added world reflection quality 4
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed remaining edge cases of left / right confusion at rail intersection points
 
                
                
                
                
                
             
         
        
            
            
            
                
                Increased distance between rail sidings slightly to prevent locomotive crash issues in corners
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed edge case of left / right confusion at intersection point of trainyard connection rail with main rail
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed steep cliffs around trainyard sometimes preventing rail to connect to it on both ends
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed trainyard rail transition being incorrect on the client (client map cache needs to be cleared for this to apply)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Removed some old trail connection points from trainyard that no longer make any sense
 
                
                
                
                
                
             
         
        
            
            
            
                
                Forgotten prefab (player_preview)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed RustCamera NRE in edit mode
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed player preview not setting global_SkyReflection (breaks certain shaders under certain conditions)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed lighting not updating completly when changing reflection.quality convar
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaks to reflection quality 0 and 1 in order to better match the brightness of reflection quality 2 and 3
 
                
                
                
                
                
             
         
        
            
            
            
                
                
                
                
                
                
                
                    
    
        
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                Converting AnimalFur shader to Core (fixes it not being affected by new cubemap ambient light)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed new ambient light missing from viewmodels under certain conditions
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed foliage billboards not receiving new ambient light on procedural maps
 
                
                
                
                
                
             
         
        
            
            
            
                
                Distinct player preview cubemap (using PlayerPreviewCubemap asset, which is very basic; worth setting up something nicer looking?)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Instead of pausing reflection blending completely when standing still, just slow it down a lot to ensure things still update as the sun moves
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disabled road grass decor (look very out of place / not grounded at all, particularly with the new road specular)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adjusted max shadow distance relative to shadow cascade setting
 
                
                
                
                
                
             
         
        
            
            
            
                
                Automatically set lighting window BakedGI, RealtimeGI, Auto Update in scenes with TerrainMeta (this ensures lighting looks somewhat correct in edit mode)
 
                
                
                
                
                
             
         
        
            
            
            
                
                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)
 
                
                
                
                
                
             
         
        
            
            
            
                
                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)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from global_lighting_tweaks
 
                
                
                
                
                
             
         
        
            
            
            
                
                Better rail terrain blending
 
                
                
                
                
                
             
         
        
            
            
            
                
                Additional cliff terrain checks to prevent spawning on rail in certain edge cases
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed procedural rail being scaled slightly thinner than the original / hand placed mesh
 
                
                
                
                
                
             
         
        
            
            
            
                
                Trainyard rail connection points moved down slightly to match hand placed rail
 
                
                
                
                
                
             
         
        
            
            
            
                
                Smoothly connect procedural rail mesh to monument rail mesh (seeing a slight mesh mismatch that needs looking into)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Porting previous PlaceMonumentsRoadside and PlaceMonumentsRailside improvements to PlaceMonuments
 
                
                
                
                
                
             
         
        
            
            
            
                
                Parameter tweaks for further modest load time savings in the editor and on the server
 
                
                
                
                
                
             
         
        
            
            
            
                
                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)
 
                
                
                
                
                
             
         
        
            
            
            
                
                GenerateRailLayout is better at finding valid connections
 
                
                
                
                
                
             
         
        
            
            
            
                
                Various PlaceMonumentsRailside and PlaceMonumentsRoadside improvements
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed roadside decor sometimes spawning too close to rail
 
                
                
                
                
                
             
         
        
            
            
            
                
                Various improvements when connecting monuments to the rail network
 
                
                
                
                
                
             
         
        
            
            
            
                
                Better tangent calculation for PlaceMonumentsRailside
 
                
                
                
                
                
             
         
        
            
            
            
                
                Magic number tweaking (this is awful, will fix later)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Moved trainyard prefab to railside monument folder
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added PlaceMonumentsRailside and GenerateRailLayout to World Setup
 
                
                
                
                
                
             
         
        
            
            
            
                
                GenerateRailLayout doesn't fail on rail connection nodes that are surrounded by monument topology (which is usually considered blocked for rail generation)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added rail connection points to trainyard
 
                
                
                
                
                
             
         
        
            
            
            
                
                GenerateRailLayout initial version (connect existing monuments to rail network, like GenerateRoadLayout for roads)
 
                
                
                
                
                
             
         
        
            
            
            
                
                PlaceMonumentsRailside baseline