branchrust_reboot/main/ring_roadcancel
95 Commits over 61 Days - 0.06cph!
Fixed ring road not having any vertical smoothing applied (was overwritten after roadside monument placement)
Only attempt to generate ring road on 3k map or larger
Cull river and road meshes at 1000m
Use 4 anchor points to generate ring road on small maps, then 8 at 5k or larger
TreeEntity: Changed OnDrawGizmos to OnDrawGizmosSelected (editor performance)
Snap vertices to terrain at start and end of the path meshes
Fixed off by one in PathInterpolator (resulting in slightly incorrect path positions)
Don't start building the navmesh if ai.move is false and nav_wait is false (i.e. in the editor -- eliminates a lot of editor stuttering on large maps)
In the editor, disable autoSyncTransforms when spawning populations (saves 20s in server loading time on a 4k map when no save is being loaded)
Reduced road direction randomization ("wobbliness") at layout stage by 60%
Fixed powerlines not spawning along the ring road
Reduced road terrain offset from 0.05 to 0.01 (looks better after the previous fixes)
Fixed some edge cases where the road could clip into the terrain
Fixed path mesh scale fuckups (fixes road and river texture tiling)
Fixed potential edge case with not blocking deployment on narrow roads
Fixed incorrect road mesh scaling along path (from the axis changes)
Updated loot on roadside monuments depending on the tier they've been place in
SpawnGroup can filter by tier to disable itself on certain tiers
Assigned monument bounds on airfield, bandit down and compound
MonumentInfo bounds are no longer ReadOnly (they're assigned by hand)
Increased min distance between caves so there are less on small maps
Bumped road mesh placement up slightly to hover 0.05m above terrain (suits the new mesh best)
Updated code to new road mesh orientation
Intersection regression fix
Smoothing regression fix for non-circular paths
Added circular path support to path interpolator (smooth start / end transition of the ring road)
Assigned road and river meshes in the procedural map and road test scenes
Use custom mesh for road and river mesh generation (morphed along the spline)
Fixed a bug in the road and riger terrain adjustment distance calculation that would cause some weird visual glitches
Fixed road and river mesh tangents
When iterating on the ring road, prioritize retrying nodes with more missing paths
Disabled ScaleWithLargeMaps on some spawn populations
Added ScaleWithLargeMaps toggle to spawn populations (can be unchecked to stop scaling a population beyond 4k maps, for example makes sense for vehicles and certain loot since their count is balanced for server pop and not map size)
Reduced glossiness paramter on road materials (HDRP texture backport far too glossy on main)
Enabled trilinear filtering on the new road textures
PathInterpolator.GetTangent uses Vector3.Slerp instead of Vector3.Lerp
Fixed road_asphalt_2 missing spec map assignment
Increased supermarket and gas station target count from 2 to 3
Abandoned cabins (swamp_c) is now a tier 0 monument
BaseBoat.generate_paths is false by default when running in the editor (load times)
RustNative update (plain topology terrain generation)
Deleting Linux RustNative