10,828 Commits over 3,867 Days - 0.12cph!
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Merge from rail_network_4
Another NRE edge case fix
Merge from terrain_anchor_radius
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Implementation (needs prefab updates + testing)
Merge from rail_network_4
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Fixed camera snapping after closing inventory under certain conditions on OSX
Same thing for RendererGrid and WorldGrid
Faster trivial reject for LOD cells
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Fixed unintended rail intersection overlaps that could lead to triple intersections
Minor GenerateRoadTerrain tweaks
Fixed PathInterpolator.Resample issues that could lead to edge cases with weird looking, bent / stretched rails
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