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