10,834 Commits over 3,867 Days - 0.12cph!
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
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
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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
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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
Merge from Trainyard_update
Equalized interior brightness between all reflection qualities
Fixed some visuals not updating until moving when changing reflection.quality
Added "Tools/Shadow Proxy to World Layer" to asset right click menu for damian
Added adminreflectionmultiplier and adminambientmultiplier for runtime lighting experiments
Merge from cubemap_ambient_light
World reflection quality slider in settings goes up to 3
Merge from cubemap_ambient_light
Added old ambient additively on top of the new ambient light (can be used to explicitly brighten certain environment types)
Only update reflection probe / ambient light etc while moving to better hide parameter adjustments (as per petur's suggestion)
Added adminlight convar (same as admintime, useful to test lighting)
Better rail terrain blending
Additional cliff terrain checks to prevent spawning on rail in certain edge cases
Unlocking Day.LightIntensity and Night.LightIntensity so they can be set higher than 8