10,834 Commits over 3,867 Days - 0.12cph!
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)
Subtracting S2P launch site (world_update_2 conflict)
Merge from world_update_2
Merge from ai_wolf_iteration
Merge from world_update_2
Fixed river mesh being incorrect around rail and road crossings
Fixed several water regressions from
104770
Merge from world_update_2
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)
Merge from world_update_2
Updating EAC setup / launcher
Reduced oasis target count from 3 to 2 to leave more space for giant excavator
Improved PlaceCliffsUniform randomization
Fixed river / ocean transition terrain issues
Merge from world_update_2
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
Merge from world_update_2
Fixed ocean water depth on map sometimes being misleading
Added configurable SpawnFilterMode to PlaceCliffs, PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise
Merge from world_update_2
Improved terrain blending in areas where rivers flow into the ocean
Added GenerateOceanTopology to refresh ocean topology after all monuments have been placed (fixes missing water near harbors / ferry terminal)
PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise can now all have their TerrainAnchorMode adjusted
Spawn populations can now specify monument types they want to avoid
Rowboats now avoid spawning in oasis
Adjusted MinDistanceSameType and MinDistanceDifferentType for canyons, lakes and oasis to take their fixed bounds into account
Added oasis and canyon monument types
Assigned correct monument types to canyons, lakes and oasis
Assigned correct monument bounds to canyons, lakes and oasis