branchrust_reboot/main/rail_network_linkcancel
77 Commits over 92 Days - 0.03cph!
Attempt to fix client / server terrain mismatch where rail connects to monuments
Ice lake terrain anchor fixes that could lead to terrain overlaps with small monuments
Additional rail / road checks for several cliffs
cliff_tall_pinch_b terrain anchor tweak to fix overlap with train tunnel entrance
Fixed edge cases of rail and road passing too close by monuments
Fixed ring rail sometimes cutting too close by monument rail connection points, leading to poor looking rail connection
Display longer segments of rail network links on the map
Train tunnel entrance placement check improvements (fixing placement too close to other monuments)
Fixed rail network link entrance sometimes overlapping small monuments like the rail entrance elevator hatch
Fixed lots of valid placement positions of the rail network link entrance being rejected
GenerateRailLayout improvements
CreateRailCostmap improvements
Added AutoCliffSplat and AutoCliffTopology parameters to monuments that can be used to opt out of the auto cliff generation
Fixed ProceduralMapRailSimple using a tiny world size
train_tunnel_double_entrance_b implementation
Fixed rail network link missing from underground map
Added new rail entrance variant to cover higher terrain (fixes missing rail entrance on certain seeds)
Fixed weird circular / tight rail generation around rail entrances
Fixed train tunnel rail entrance sometimes spawning too close to monuments
Fixed rail link sometimes overlapping elevator shafts
When no second rail path can be found when connecting a monument to the rail network, try pathing to our first rail path in an attempt to merge them + reuse the existing path (better than having a missing connection)
Rail keeps more distance from monuments
Regenerating all rail splines
Improved ice_lake_3 terrain checks so it doesn't overlap train tunnel hatch entrance
Adding back prevSign workaround
Better TerrainPath cliff and decor topology handling
GenerateRailLayout paths rails closest to the ring rail first (so they aren't blocked by rails that start further from the ring rail)
GenerateRailLayout cleanup for BlockedPointsAdditional
TerrainPathConnect center point calculation fix in GenerateRailLayout
Removing prevSign workaround from GenerateRailLayout
Pathfinder directional algorithm updated to new heuristic
PathFinder int overflow fix that led to crazy paths
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Don't spawn train tunnel rail entrances if no above ground rail exists
Enforce larger distance between train tunnel stations
Train tunnel rail entrance nobuild volume
Train tunnel rail entrance can only replace train tunnel grid pieces that are replaceable (i.e. not underground train stations)
Better left / right connection in GenerateRailLayout
Train tunnel terrain / topology check improvements
Tunnel entrance terrain check tweaks
TerrainPlacement cliff splat fix
Train tunnel rail entrance environment volume setup
Updated train tunnel entrance terrain check
Train tunnel entrance icon
Fixed missing rail connections to tunnel entrance after
87807