branchrust_reboot/main/world_update_2cancel
138 Commits over 31 Days - 0.19cph!
All paths (road / rail / powerline) avoid mountain topology
Added radius check to SpawnHandler.CharDistribution
Added second river back to 3500 size maps (removing it didn't help monuments)
Removed lake and oasis from 3500 size maps
Only spawn 1 river on maps <= 3500
Only spawn 2 rivers on maps <= 4000
TerrainSplatRemove skips mountain topology to avoid messing with canyon splats
Another attempt to incraese ocean render margin under terrain to prevent shore wetness from being cut off in certain edge cases
Added larger radius terrain filter to avoid rivers to ice sheets
cave_large_medium terrain check fixes
Added second ocean topology pass after all cliffs have been spawned
Changed river splat from stones to gravel
Only spawn 1 oasis on maps smaller than 4000
Don't spawn any canyons on maps smaller than 4000
Spawn 2 canyons on maps larger than or equal to 5000
Subtracting
105196 (shore margin increase) due to several regressions
Various fixes for ProceduralMapEmpty, ProceduralMapRailSimple and ProceduralMapRoadSimple test maps
Increase ocean render margin under terrain to prevent shore wetness from being cut off in certain edge cases
Adjusted cave terrain checks to enforce slightly more padding between the terrain surface and the caves (attempt to fix new cliffs sometimes reaching into caves)
TerrainCheckGeneratorVolumes takes an optional offset
Added TargetCountWorldSizeMultiplier to PlaceMonuments
Reduced lake target count from 2 to 1 for small maps
Additional checks for ice sheets to avoid rivers
Fixed some additional oddities where rivers meet ocean
Fixed several GenerateOceanTopology oversights
Merge from hill_cliffs_splat
Fixed PlaceCliffsUniform not spawning below 0
Fixed airfield sometimes spawning too close to river
Fixed rivers being allowed to continue too long below ocean level, causing the ocean to flood large areas of the terrain
Fixed underwater specular on terrain
Prevent harbors and ferry terminal from spawning on top of rivers
No longer spawn ice sheets next to rivers (overwrites river splat and looks out of place)
Reduced canyon target count from 2 to 1 to help other monuments have enough space to spawn
GenerateOceanTopology skips lake topology as well (previously only mountain topology, which was missing from oasis)
Fixed river mesh being incorrect around rail and road crossings
Fixed several water regressions from
104770
Discard water fragments entirely if there's no chance the camera is inside the respective water volume (fixes depth issues in canyons)
PlaceCliffsUniform takes prefab priority into account
PlaceCliffsUniform prioritizes prefabs according to the number that have already been spawned (if their priority is the same)
PlaceCliffsUniform uses a multigrid approach to spawn (spawn at coarse resolution first, then going increasingly finer until target is reached)
Reduced oasis target count from 3 to 2 to leave more space for giant excavator
Improved PlaceCliffsUniform randomization
Fixed river / ocean transition terrain issues
TerrainTopologyMap.GetTopology fix when getting topology in radius
TerrainFilter supports a radius
TerrainTopologyMap.GetTopology checks an actual circle, not a square
Fixed above / below ground rail transitions not checking mountain topology when finding their spawn location
Merge from river-ocean-transition
Merge from map_slope_shading
PlaceCliffsUniform improvements
Check terrain filters before terrain anchors in all procedural placement scripts (faster, thanks Graham)
Merge from main (skin bundles, so switching branches doesn't take forever)
Updated Procedural Map_Cliff_DecorUniformTest to use PlaceCliffsUniform
Updated cliff_hills_test to remove slope scale from Terrain Anchors (testing if this is even still required)
Added Z rotation to PlaceCliffsUniform
PlaceCliffsUniform initial version