"Edit>Scene render setting" menu missing in unity 5

Hi
I just updated ti unity 5 , I was trying to acess the render setting menu but i couldn’t find it in the edit menu
any idea why

The Render Settings logic has changed a bit.
To find the settings you will need to go to “Windows | Lighting” and go to the Scene tab,
There you will find the Ambient & Fog settings as well as some new features.

Same here, might have been the latest update, using beta 14?

Made a ugly temporary fix for you and anyone else who needs it, me included.
Sorry for it being as long as it is, but it works.

Add to “Assets/Editor/MyRenderSettings.cs”

using UnityEngine;
using UnityEngine.Rendering;
using UnityEditor;

[InitializeOnLoad]
public class MyRenderSettings : EditorWindow
{
    [MenuItem("Window/Render Settings Temp Fix")]
    static void Init()
    {
        MyRenderSettings renderSettings = (MyRenderSettings)EditorWindow.GetWindow(typeof(MyRenderSettings));
    }

    AmbientMode ambientMode
    {
        get { return RenderSettings.ambientMode; }
        set { RenderSettings.ambientMode = value; }
    }
    Color ambientLight
    {
        get { return RenderSettings.ambientLight; }
        set { RenderSettings.ambientLight = value; }
    }
    Color ambientSkyColor
    {
        get { return RenderSettings.ambientSkyColor; }
        set { RenderSettings.ambientSkyColor = value; }
    }
    Color ambientEquatorColor
    {
        get { return RenderSettings.ambientEquatorColor; }
        set { RenderSettings.ambientEquatorColor = value; }
    }
    Color ambientGroundColor
    {
        get { return RenderSettings.ambientGroundColor; }
        set { RenderSettings.ambientGroundColor = value; }
    }
    float ambientSkyboxAmount
    {
        get { return RenderSettings.ambientSkyboxAmount; }
        set { RenderSettings.ambientSkyboxAmount = value; }
    }
    SphericalHarmonicsL2 ambientProbe
    {
        get { return RenderSettings.ambientProbe; }
        set { RenderSettings.ambientProbe = value; }
    }

    DefaultReflectionMode defaultReflectionMode
    {
        get { return RenderSettings.defaultReflectionMode; }
        set { RenderSettings.defaultReflectionMode = value; }
    }
    Cubemap customReflection
    {
        get { return RenderSettings.customReflection; }
        set { RenderSettings.customReflection = value; }
    }

    float flareFadeSpeed
    {
        get { return RenderSettings.flareFadeSpeed; }
        set { RenderSettings.flareFadeSpeed = value; }
    }
    float flareStrength
    {
        get { return RenderSettings.flareStrength; }
        set { RenderSettings.flareStrength = value; }
    }

    bool fog
    {
        get { return RenderSettings.fog; }
        set { RenderSettings.fog = value; }
    }
    FogMode fogMode
    {
        get { return RenderSettings.fogMode; }
        set { RenderSettings.fogMode = value; }
    }
    Color fogColor
    {
        get { return RenderSettings.fogColor; }
        set { RenderSettings.fogColor = value; }
    }
    float fogDensity
    {
        get { return RenderSettings.fogDensity; }
        set { RenderSettings.fogDensity = value; }
    }
    float fogStartDistance
    {
        get { return RenderSettings.fogStartDistance; }
        set { RenderSettings.fogStartDistance = value; }
    }
    float fogEndDistance
    {
        get { return RenderSettings.fogEndDistance; }
        set { RenderSettings.fogEndDistance = value; }
    }

    float haloStrength
    {
        get { return RenderSettings.haloStrength; }
        set { RenderSettings.haloStrength = value; }
    }
    Material skybox
    {
        get { return RenderSettings.skybox; }
        set { RenderSettings.skybox = value; }
    }

    void OnGUI()
    {
        GUILayout.Label("Ambient and skybox", EditorStyles.boldLabel);
        ambientMode = (AmbientMode)EditorGUILayout.EnumPopup("Ambient Mode", ambientMode);
        ambientLight = EditorGUILayout.ColorField("Ambient Light Color", ambientLight);
        ambientSkyColor = EditorGUILayout.ColorField("Ambient Sky Color", ambientSkyColor);
        ambientEquatorColor = EditorGUILayout.ColorField("Ambient Equator Color", ambientEquatorColor);
        ambientGroundColor = EditorGUILayout.ColorField("Ambient Ground Color", ambientGroundColor);
        ambientSkyboxAmount = EditorGUILayout.FloatField("Ambient Skybox Amount", ambientSkyboxAmount);
        //ambientProbe = (SphericalHarmonicsL2)EditorGUILayout.ObjectField(ambientProbe, typeof(SphericalHarmonicsL2), true);   //Doesnt seem t0o work, skipped this
        haloStrength = EditorGUILayout.FloatField("Halo Strength", haloStrength);
        skybox = (Material)EditorGUILayout.ObjectField("Skybox", skybox, typeof(Material), true);

        GUILayout.Label("Reflection", EditorStyles.boldLabel);
        defaultReflectionMode = (DefaultReflectionMode)EditorGUILayout.EnumPopup("Default Reflection Mode", defaultReflectionMode);
        customReflection = (Cubemap)EditorGUILayout.ObjectField("Custom Reflection", customReflection, typeof(Cubemap), true);

        GUILayout.Label("Flare", EditorStyles.boldLabel);
        flareFadeSpeed = EditorGUILayout.FloatField("Flare Fade Speed", flareFadeSpeed);
        flareStrength = EditorGUILayout.FloatField("Flare Strength", flareStrength);

        GUILayout.Label("Fog", EditorStyles.boldLabel);
        fog = EditorGUILayout.Toggle("Fog enabled", fog);
        fogMode = (FogMode)EditorGUILayout.EnumPopup("Fog Mode", fogMode);
        fogColor = EditorGUILayout.ColorField("Fog Color", fogColor);
        fogDensity = EditorGUILayout.FloatField("Fog Density", fogDensity);
        fogStartDistance = EditorGUILayout.FloatField("Fog Start Distance", fogStartDistance);
        fogEndDistance = EditorGUILayout.FloatField("Fog End Distance", fogEndDistance);
    }
}