10,618 Commits over 4,444 Days - 0.10cph!
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)
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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
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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)