9,576 Commits over 4,505 Days - 0.09cph!
Change water treatment plant spawn priority to highest
Enforce more distance between rivers so they block less space for monuments
PlaceMonuments now pushes harder even for monuments that aren't highest priority, compromising both distance and, as a last resort, placement tier
Don't spawn canyons on maps below 4500 size
Merge from main/PlayerMaintainedMonuments/powergrid
Put more effort into finding spawn positions for all monuments with the highest priority
Change powerplant spawn priority to highest
Skin bundle update (fixes several skin icons not being loaded from the bundles)
CLAUDE.md (redirects to .github/copilot-instructions.md)
Re-ran disable automatic lightmap baking in floating city scenes (this can be overwritten in case of any conflicts in these in the future)
Disabled automatic lightmap baking in all scenes (this can be overwritten in case of any conflicts in .unity files)
Merge from PlayerRigUpdate2
Merge from preserve_player
Reapplying wiretool_reconnect_fix
Subtracting wiretool_reconnect_fix (don't want to network++ yet)
Subtracting dont_bake_on_load
Restoring this branch from yesterday I had to delete (sorry)
Merge from terrain_lowering_nms_large_cave
Restoring a bunch of commits from yesterday I had to delete (sorry)
Subtracting
150838 (reapplying new navmesh)
Merge from terrain_lowering_nms_large_cave (reapply)
Subtracting
150878 (new submesh subtract) i.e. reapplying new submesh
Skin bundle update (rebuilt on Unity 6)
Adding / moved #if DEBUG in a few automated tests (Unity 6 server build failure tests)
Reapplying meta file changes
Subtracting meta files since there are 5000 merge conflicts with main from the new texture naming conventions
Asset bundle test: Use full absolute path and platform-specific directory separator