12,539 Commits over 3,806 Days - 0.14cph!
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Fixed foliage billboards not receiving new ambient light on procedural maps
Distinct player preview cubemap (using PlayerPreviewCubemap asset, which is very basic; worth setting up something nicer looking?)
Instead of pausing reflection blending completely when standing still, just slow it down a lot to ensure things still update as the sun moves
Disabled road grass decor (look very out of place / not grounded at all, particularly with the new road specular)
Adjusted max shadow distance relative to shadow cascade setting
Automatically set lighting window BakedGI, RealtimeGI, Auto Update in scenes with TerrainMeta (this ensures lighting looks somewhat correct in edit mode)
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)
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)
Merge from global_lighting_tweaks
Merge from Trainyard_update
Equalized interior brightness between all reflection qualities
Fixed some visuals not updating until moving when changing reflection.quality
Added "Tools/Shadow Proxy to World Layer" to asset right click menu for damian
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)