9,575 Commits over 4,444 Days - 0.09cph!
AntiHack.LogToConsole and console messages on player kill contain player position
Edge case fixes of cliffs overlapping rail
Stripping ReflectionProbeEx from everything except WaterSystem (doesn't support our new ambient light, has mostly been disabled for a while)
Moved grass shadows setting from "experimental" section to "graphics" section in the options menu
Enabled all of the cubemap ambient light features by default and removed the two experimental toggles from the options menu
Attempted fix for MLRS being enabled in hardcore mode until the first server restart
Removing SceneToPrefab label from UI.Ingame.LootPanels scene since we have started editing those prefabs directly (accidentally running S2P on this would overwrite those changes)
Scene2Prefab full (except UI prefabs)
Merge from furnace_ui_rework
NRE fix in KeyCodeEntry.ProcessLastNumberInput
Unpacking a few child prefabs on train_tunnels prefabs since they seemed to be serialized in a non-deterministic way, slowing down builds due to re-serialization
Ran "Reserialize All Prefabs" to ensure these changes don't have to happen on the build server over and over (this commit affects 6404 files)
Cherry picking "Tools/Update Loot Tables" NRE edge case fixes
Fixed another "Tools/Update Loot Tables" NRE edge case
Reverting encryption to 2 by default (further testing)
Fixed edge case that would cause exception when loading map file on certain seeds
Reverting encryption to 1 by default due to test server issues
Fixed "Tools/Update Loot Tables" NRE edge case
Merge from rail_network_4
Another NRE edge case fix
Merge from terrain_anchor_radius
Implementation (needs prefab updates + testing)
Merge from rail_network_4
Fixed camera snapping after closing inventory under certain conditions on OSX
Same thing for RendererGrid and WorldGrid
Faster trivial reject for LOD cells
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
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)