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10,828 Commits over 3,867 Days - 0.12cph!

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
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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
▌▇▋▍▌▄▋▌▇▌▇▉▄▌▍▌▉▄▌▇▊▇▆▊ ▊▆ ▉█▅▋ ▊▆▅▍ ▌▍▌ ▌▅▄▋▆▅▆▋▋, ▊▍▊▇▊▋▊▇▄▉▅▅▇ ▊█▆ ▊▊▅▅▇▅▍▍▄▊ (▌▌▉█▅▍▍▌ ▉▉▌▌▄▌ ▊▋▍▆▋▋▉ ▉▉█, ▊█▄▊ ▇▉ ▍▊▇▍ ▌▌▌▊█▆▆▉▄▍█▌▉ ▇█▊▅ ▊▆▇▅)
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
2 Years Ago
Merge from Trainyard_update
2 Years Ago
Equalized interior brightness between all reflection qualities
2 Years Ago
Fixed some visuals not updating until moving when changing reflection.quality
2 Years Ago
Added "Tools/Shadow Proxy to World Layer" to asset right click menu for damian
2 Years Ago
Added adminreflectionmultiplier and adminambientmultiplier for runtime lighting experiments
2 Years Ago
Merge from cubemap_ambient_light
2 Years Ago
World reflection quality slider in settings goes up to 3
2 Years Ago
Merge from cubemap_ambient_light
2 Years Ago
Merge from main
2 Years Ago
Added old ambient additively on top of the new ambient light (can be used to explicitly brighten certain environment types)
2 Years Ago
Only update reflection probe / ambient light etc while moving to better hide parameter adjustments (as per petur's suggestion)
2 Years Ago
Added adminlight convar (same as admintime, useful to test lighting)
2 Years Ago
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2 Years Ago
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2 Years Ago
Initial version
2 Years Ago
Better rail terrain blending
2 Years Ago
Additional cliff terrain checks to prevent spawning on rail in certain edge cases
2 Years Ago
Unlocking Day.LightIntensity and Night.LightIntensity so they can be set higher than 8
2 Years Ago
Test branch for Damian
2 Years Ago
Fixed procedural rail being scaled slightly thinner than the original / hand placed mesh
2 Years Ago
Trainyard rail connection points moved down slightly to match hand placed rail
2 Years Ago
Smoothly connect procedural rail mesh to monument rail mesh (seeing a slight mesh mismatch that needs looking into)
2 Years Ago
Porting previous PlaceMonumentsRoadside and PlaceMonumentsRailside improvements to PlaceMonuments
2 Years Ago
Parameter tweaks for further modest load time savings in the editor and on the server
2 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)