userandrecancel

10,546 Commits over 4,324 Days - 0.10cph!

4 Years Ago
Disabled road grass decor (look very out of place / not grounded at all, particularly with the new road specular)
4 Years Ago
Adjusted max shadow distance relative to shadow cascade setting
4 Years Ago
Automatically set lighting window BakedGI, RealtimeGI, Auto Update in scenes with TerrainMeta (this ensures lighting looks somewhat correct in edit mode)
4 Years Ago
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)
4 Years Ago
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)
4 Years Ago
Merge from global_lighting_tweaks
4 Years Ago
Fixed some visuals not updating until moving when changing reflection.quality
4 Years Ago
Merge from Trainyard_update
4 Years Ago
Equalized interior brightness between all reflection qualities
4 Years Ago
Added "Tools/Shadow Proxy to World Layer" to asset right click menu for damian
4 Years Ago
Added adminreflectionmultiplier and adminambientmultiplier for runtime lighting experiments
4 Years Ago
Merge from cubemap_ambient_light
4 Years Ago
World reflection quality slider in settings goes up to 3
4 Years Ago
Merge from cubemap_ambient_light
4 Years Ago
Merge from main
4 Years Ago
Added old ambient additively on top of the new ambient light (can be used to explicitly brighten certain environment types)
4 Years Ago
Only update reflection probe / ambient light etc while moving to better hide parameter adjustments (as per petur's suggestion)
4 Years Ago
Added adminlight convar (same as admintime, useful to test lighting)
4 Years Ago
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4 Years Ago
Initial version
4 Years Ago
Better rail terrain blending
4 Years Ago
Additional cliff terrain checks to prevent spawning on rail in certain edge cases
4 Years Ago
Unlocking Day.LightIntensity and Night.LightIntensity so they can be set higher than 8
4 Years Ago
Test branch for Damian
4 Years Ago
Fixed procedural rail being scaled slightly thinner than the original / hand placed mesh
4 Years Ago
Trainyard rail connection points moved down slightly to match hand placed rail
4 Years Ago
Smoothly connect procedural rail mesh to monument rail mesh (seeing a slight mesh mismatch that needs looking into)
4 Years Ago
Porting previous PlaceMonumentsRoadside and PlaceMonumentsRailside improvements to PlaceMonuments
4 Years Ago
Parameter tweaks for further modest load time savings in the editor and on the server
4 Years Ago
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)
4 Years Ago
GenerateRailLayout is better at finding valid connections
4 Years Ago
Various PlaceMonumentsRailside and PlaceMonumentsRoadside improvements
4 Years Ago
Fixed roadside decor sometimes spawning too close to rail
4 Years Ago
Updating Steam server libraries (Steam networking fixes)
4 Years Ago
DLSS is temporarily forced off (causing performance issues with Unity 2020)
4 Years Ago
Various improvements when connecting monuments to the rail network
4 Years Ago
Better tangent calculation for PlaceMonumentsRailside
4 Years Ago
Magic number tweaking (this is awful, will fix later)
4 Years Ago
Moved trainyard prefab to railside monument folder
4 Years Ago
Added PlaceMonumentsRailside and GenerateRailLayout to World Setup
4 Years Ago
GenerateRailLayout doesn't fail on rail connection nodes that are surrounded by monument topology (which is usually considered blocked for rail generation)
4 Years Ago
Added rail connection points to trainyard
4 Years Ago
GenerateRailLayout initial version (connect existing monuments to rail network, like GenerateRoadLayout for roads)
4 Years Ago
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4 Years Ago
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4 Years Ago
Merge from experimental (Unity 2020.3.34f1)
4 Years Ago
PlaceMonumentsRailside baseline