10,999 Commits over 4,018 Days - 0.11cph!
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
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
Updating Steam server libraries (Steam networking fixes)
DLSS is temporarily forced off (causing performance issues with Unity 2020)
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)
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Merge from experimental (Unity 2020.3.34f1)
PlaceMonumentsRailside baseline
SteamInventoryGen.CollectFromSkins skips items without steamCategory instead of erroring out (for spray item)
PathList has Hierarchy variable that can be set to determine type (0 = ring road / rail, 1 = side road / rail, 2 = dirt trail / rail siding)
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Enabled cliff spawning in ProceduralMapRoad
Fixed certain cliff pieces sometimes spawning on rail