branchrust_reboot/main/save154cancel
86 Commits over 30 Days - 0.12cph!
When placing monuments, don't accept the first placement that works but instead try multiple layouts and pick the best one
Fixed roads / powerlines getting interrupted by rivers
More work on the road network generation in preparation of monument in / out points
Fixed "user-provided triangle mesh descriptor is invalid" error on some road meshes
Roads no longer sometimes go through water
Tweaked biome distribution (slightly less arctic, slightly more arid)
Tweaked world tier distribution (slightly smaller, more concentrated tier 2)
Added gizmos to TerrainPathConnect
Updated powerline layout to same algorithm roads are using
Monument placement optimizations
Preliminary road / power connection points for all monuments
PathFinder.Point implements IEquatable
PathFinder still prioritizes direct neighbors over diagonal neighbors when diagonals are allowed
Road and powerline tweaks
Fixed another "user-provided triangle mesh descriptor is invalid" error on some road meshes
Reapplied launch site road / power nodes
Mining quarry monument is tier 2
Added road connection node to mining quarry monument
Warehouse no longer has a quarry
Added road piece to warehouse
Mining quarry is uncraftable and no longer drops as loot (static quarries only)
Fixed the occasional gaps between roads and terrain
Fixed terrain sometimes peaking through roads
Improved transition from procedural roads to monument roads
Improved mesh generation and terrain adjustments for roads and rivers
Split river and road terrain adjustments into their own procedural components
Same thing for power lines
Added terrain anchors to power line pylons for better placement
Ice lakes are placed after monuments so they don't occupy half the arctic biome
Better solution to prevent flooded roads
Tiny road layout optimization
Changed procedural road to asphalt
Tweaked road width
Changed roadside splat to gravel
Tweaked path splat and topology blending
Roads use biome tint of gravel splat
Added some grass clutter to procedural roads
Stuff on roadsides / powerline pylons check their terrain anchors
Tweaked gravel arid biome tint
Merge from building_system_3
Added road / power connection points to junkyard
Updated junkyard heightmap / splatmap for correct placement