branchrust_reboot/main/HDRP_Art_Backportcancel
40 Commits over 61 Days - 0.03cph!
Fixed issues with world networking (introduced with monument_prioritization)
Merge from monument_prioritization
Don't spawn harbors in tight places where they end up adjusting the coastline opposite to them (looks bad, leads to glitchy topologies)
Fixed another edge case that could make rivers overlap each other
Fixed harbors and fishing villages spawning at ridiculous slopes
Merge from backport_bugfixes
Fixed server NRE in BiomeVisuals, added comment to explain why this even exists on the server
Added CollateTrainTracks to Barren (should resolve train track issues)
Added train tunnels to Barren, plus some other fixes
Added BiomeVisuals script (selects a child object based on biome, destroys the others, only works with static decor for now)
Fixed SpawnHandler.Refresh not working right
Fixed "generate textures" being an order of magnitude slower than it needs to be
Applying MergeFromMain_2021_04_06
Updated terrain anchors of the satellite dish, sphere tank and sewer branch monuments
Monuments now try to maximize the distance between themselves and monuments of other monument types (instead of only doing that for monuments of the same type)
Updated CraggyIsland "Alistairs Rock" with a custom collision mesh that has mesh metrics of 1 (test to see if that fixes the collision issues)
Procedural and community maps are now allowed to use 4k heightmaps
TerrainHeightMap.GetHeight01 is more accurate on meshes that were added to the height map via AddToHeightMap (but unfortunately slightly less accurate for the actual terrain mesh)
Better terrain normal calculation
Explicitly assigning bundle to all the cliff / rock collider meshes
Import options for cliffs colliders: normals set to import
Enabled AddToHeightMap.DestroyGameObject on the cliff heightmap proxy colliders
Cleaned up fake Steam ID toggle menu item
Added "Debug/Sticky Gizmos" toggle to globally toggle sticky gizmos
Added DestroyGameObject checkbox to AddToHeightMap (to remove proxy meshes after placement)
Fixed cliffs not spawning on steep terrain next to rivers / roads
Removed GenerateCliffSplat since it overwrites the artist-managed cliff splat adjustments
Better terrain normal map around cliffs, part 2
Better terrain normal map around cliffs (probably)
Better GenerateCliffTopology
Updated "World Setup" prefab to better handle cliff topology & splat
RustNative update (got rid of cliff / rock splat in splat map first pass)
Fixed missing cliff / building topology filter on lots of the new foliage for the procedural map
Added support for tunnel entrances inside monuments
No longer spawn tunnel entrances next to monuments that already have a tunnel entrance
RustNative update (HDRP backport terrain heightmap baseline to fix coastal cliff and beach spawn issues while attempting to roughly maintain current inland heightmap)
ProceduralMapEmpty test scene for just the heightmaps