12,539 Commits over 3,806 Days - 0.14cph!
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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
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