branchrust_reboot/main/save154cancel
86 Commits over 30 Days - 0.12cph!
Improve road intersection blending
Some building privilege changes
Only spawn one of each type of quarry
Fixed half height wall placeholder mesh
Fixed low (1/3) wall not checking prevent building volumes
Subtracting
24259 (various regressions)
Import normals on half wall colliders
Building privilege distance checks use exact distance from entity bounds
Additional deploy volumes on wall and floor pieces
Updated barricade prevent building volumes to be identical to their damage volumes
Removed wall sockets from foundation steps
Switched road_asphalt material to alpha cutout
Moved road_asphalt material
Added env.progresstime (pauses time of day progression when false)
Can only place one tool cupboard per building
Increased building privilege radius around buildings to 16
Twig foundations can no longer be placed inside building privilege (only floors)
Decay entities also show their health bar when holding a hammer
Stability entities no longer automatically show their health bar when stability is below 25%
Updated ShowHealthInfo flag on prefabs that were using displayHealth
All decay entities only show their health when their health is below 95%
All stability entities only show their health when their health is below 95% or their stability is below 25%
Removed StorageContainer.displayHealth since it does the same thing as BaseCombatEntity.ShowHealthInfo
Removed a bunch of unused garbage from protobufs
Fixed that small power substations were never spawning
Adjusted road and river mesh width
Improved road and river terrain adjustments
Road layout optimizations
Spawn path start / end objects before the side / along objects
Fixed power line pylons still sometimes spawning on roads
Don't spawn bus stops at intersections, only at start / end nodes of the road network
Terrain placement scripts show position / size in inspector
Harbors also connect to power grid
Added road / power connection points to junkyard
Updated junkyard heightmap / splatmap for correct placement
Merge from building_system_3
Tweaked gravel arid biome tint
Stuff on roadsides / powerline pylons check their terrain anchors
Added some grass clutter to procedural roads
Roads use biome tint of gravel splat
Tweaked path splat and topology blending
Tweaked road width
Changed roadside splat to gravel
Changed procedural road to asphalt
Tiny road layout optimization