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branchrust_reboot/main/Trainyard_updatecancel

50 Commits over 92 Days - 0.02cph!

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