10,480 Commits over 4,171 Days - 0.10cph!
Fixed water drinking interaction sometimes not showing
Better terrain map index to coordinate conversion
Water map is stored as short instead of float
Increased resolution of some terrain maps
Water map bake encoding fix
Re-baked custom map water textures
Merge from snow_biome_revamp
Monument randomization script improvements and fixes
Added randomization scripts to ice lakes
Added ice lakes to map generation
Disabled compression on lake prefab scene terrain maps
Re-saved lake scenes / terrain assets
Rivers and roads check topologies in a radius when finding their paths
Barricade placement tweaks (concrete, stone and sandbag)
High external walls and gates require some space between them when placed parallel to each other (i.e. when stacking them)
Adding parts of the new road generation algorithm (much faster and better looking, not 100% continuous yet)
Roads avoid being split by monuments and prefer going around them (until I add monument road connection points)
Fixed bus stops and power substations spawning on top of roads at T and Y intersections
Fixed lake topology settings
Fixed harbors spawning in lakes
Network++
Save++
Removed need to be wet when trying to drink from bodies of water (was only testing on server, clients had it commented out -> weird behaviour)
Removed weird duplicate raycasts from water drinking tests (now raycasting only in GetWaterDrinkingPoint)
Subtracting BoneFollower removal again because fuck me
Set ResearchResource reference to scrap on the static research tables (so you can place scrap into them + research)
Fixed checksum being unset when world cache is disabled (editor)
Can send optional entity ID with Signage.ReceiveTexture (mods)
Servers can call the sv console command on clients (mods)
EAC SDK update (Linux "sandbox not connected" fix)
Improved WaterLevel API (cleaner, faster and more powerful)
Only show drinking interaction messages when water has a certain depth (stricter for salt water)
Added "Batching" and "Decor" scenes to reduce game object hierarchy clutter
System info includes process memory usage
Merge from weekend_branch_3
Fixing compilation errors is fun when your editor isn't working
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Added debug.log convar to toggle log output