5,837 Commits over 3,837 Days - 0.06cph!
More buglist fixes. (This changeset is non-functional)
Reverted launch site & miltun updates from latest (startup debug)
Still enabled all the previously disabled groups within them, as those are probably harmless.
Fixed forests not properly spawning in the far-eastern snowy areas.
Temporarily disabled some troublesome AI related things.
Forest density fix 2/2
More community fixes
Updated AI related objects for MilTuns
Fixed MilTuns & LS interiors having a bunch of missing stuff, such as lighting and more.
(No AI in this changeset, to be migrated from latest)
Forest density improvements 1/2
Zipline pylons down west side.
More topological improvements and height fixes.
Added loot to the new NW mine.
Topo mask improvements.
Fixed more broken triggers and zones.
Fixed some loot spawners and props not showing up.
Fixed a bunch of broken triggers and nobuild zones.
Road tunnel nobuild zone fix
Moved Small Oil Rig away from the new island.
More various fixes.
Fixed forests not properly spawning on the north face.
Other smaller fixes.
Remade the west megacliff mines to fit the new cliff shapes and fix clipping.
Adjusted autospawns in the desert to make it more of a desert.
Another boatload of fixes.
Rivers & lakes fishable.
More ore count improvements.
Tons of other random fixes.
Cliffside mask tweaks to pad up ore counts
Don't run Alt topos in the corners.
Remaining cliff masks, give or take
Almost all cliff zones masked.
Autospawn improvements WIP
Fixed a bunch of desert spawn rules.
Added stables.
Fixed some floaters.
LOD cull override test on key cliffs. Might cost some perf in this crude state, but also might not. To be improved.
Mergable (with unpolished autospawns in the desert)
Remaining forest fixes 1/3
Fixed forest masks on about half the map
Adjusting for proper spawns WIP
Fixed broken WorldSetup assignments.