9,575 Commits over 4,444 Days - 0.09cph!
Moved trainyard prefab to railside monument folder
Added PlaceMonumentsRailside and GenerateRailLayout to World Setup
GenerateRailLayout doesn't fail on rail connection nodes that are surrounded by monument topology (which is usually considered blocked for rail generation)
Added rail connection points to trainyard
GenerateRailLayout initial version (connect existing monuments to rail network, like GenerateRoadLayout for roads)
Merge from experimental (Unity 2020.3.34f1)
PlaceMonumentsRailside baseline
SteamInventoryGen.CollectFromSkins skips items without steamCategory instead of erroring out (for spray item)
PathList has Hierarchy variable that can be set to determine type (0 = ring road / rail, 1 = side road / rail, 2 = dirt trail / rail siding)
Enabled cliff spawning in ProceduralMapRoad
Fixed certain cliff pieces sometimes spawning on rail
Try and bake AddToHeightMap into TerrainHeightMap.Bake
Cull railside and roadside client side bushes when buildings overlap them (this is load balanced through LODManager so comes with some delay)
Fixed rail siding overlap issues
Fixed junkpiles spawning on rail (can be cherry picked to main)
Initial version of rail sidings (short, parallel sections of two-lane-rail; still some overlap issues to be solved)
Fixed edge case that could cause exception at level load
Dialed back roadside / railside bush density by 40%
Temporarily removing junkpile_j from spawn list, since the prefab appears to be corrupt since the AI fix merge
Fixed edge case with side rail meeting main rail at extremely steep angle
Fixed edge case with side rail meeting main rail at extremely steep angle
Reduced "bad weather" probability: 90% of days will now be clear
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Merge from rail_network_2
Avoid sharp angles when branching off side rails
PathFinder supports custom directional algorithm that avoids tight turns
Better rail / road ring generation corner / start / end point search
Rail branching start and end points are exactly on a spline node (for billb)
Improved all types of intersections (more work to do)
Resolved some issues with the base spline for billb
Fixed initial entity snapshot not getting sent at timestamp 0 when starting a new demo record, meaning entities won't exist until after the first frame (server side fix)
Global tree billboards work in demos (maybe, needs testing)
Moved roadside / railside foliage to decor system (this can be cherry picked to main with a network++)
Better rail /rail and road / road intersections
Smoother rail branching transitions and rail / road intersections
Roads, rails and rivers are now resampled after smoothing
Roads, rails and rivers are now considered splines (resulting in smoother meshes)
Rail branching progress, path resampling experiments
Fixed riverside topology not generating
Fixed terrain height mismatch around rails on the client (terrain around rail sitting slightly higher than on the server, needs map file clearing on the client in order to apply)
Don't generate rail below 4250 world size for now (takes too much space away from monuments, will try and find other solution next month)
Fixed another edge case of giant excavator overlapping rail
Further normal / tangent fixes on road, rail and river meshes
Rail / road mesh tangent fixes, removing terrain normal injection at sides since it doesn't improve anything