branchrust_reboot/main/roadscancel
40 Commits over 0 Days - ∞cph!
Made roadside spawning generic
Added more randomized bushes to the roadside
Added noise to path width
Made bridge cost independent of slope
Added some coordinate noise before sampling the composite noise in the heightmap generation
Fixed roadside topology generation overriding previous topologies (is now an additive topology)
Made fringe topology no longer imply grass splat (should probably be an additive topology as well at some point)
Prevented powerlines from spawning inside each other / rocks / monuments...
Made powerlines not float midair if placed on slopes
Removed powerlines from what will be bridges in the future
Updated player spawn rules
Updated monument scenes and prefabs
Moved more stuff to multi-topologies
Added multi-biomes
Improved noise backend (3x faster, higher quality)
Updated topology generation to new multi topology type
Improved heightmap generation
Fixed static decor placement ignoring decor parameters and terrain anchors
Updated prefabs for multi-topologies
Fixed missing prefab reference in metal frame building scene
Updated monument scene prefabs
Updated all monument scenes to connect to roads
Added terrain to various monument scenes (now use auto height modifier and terrain anchor extraction)
Added hangar, brick building and metal frame building to monument spawning
Updated road costmap generation to correctly deal with multi-topologies
Made rocks set their topology additively
SpawnFilter can now filter for both allowed and required topology types
Made summit height value depend on latitude
Prevented powerline poles from spawning on road by chance
Fixed terrain modifier placement being slightly off
Added some scattered bushes to the roadside
Made PathFinder reuse its visited map
Replaced old placeholder path texture with a color adjusted version of the new dirt texture (for now)
Applied updated sand texture smoothness, specularity and height to atlas
Improved path cost calculation and path smoothing
Added the appropriate topology modifiers to land rock decorfor paths to avoid them
Fixed TerrainMap.ApplyFilter flooring the upper bound
Moved coordinate normalization utility methods to TerrainMeta
Exposed bridge height level in TerrainPath
Refactoring and optimization
Made spanning tree handle multiple passes in a nice way
Added DecorUtil class (methods for easy spawning of decor)
Added powerline placeholders to roadside
Made roads generate cliff topology if required when modifying the terrain around them
Improved edge fadeout of terrain map area modifiers
Made procedural generation fully modular (for exact control over the step order)
Made static decor and monument placement part of the modular procedural generation
Simplified decor system (now only used for dynamic clientside clutter, as it should be)
Added max depth to PathFinder
Added road and roadside topology