10,834 Commits over 3,867 Days - 0.12cph!
Procedural underwater lab placement tweaks
Added initial version of underwater labs to procedural maps
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Underwater lab moonpool ladder socket fix
Underwater lab prefab setup: tube, leg and end pieces
Underwater lab test scene updates
Underwater lab procedural generation progress
Underwater lab conditionals prefab tweaks
Fixed WaterOverlay NRE on maps without water
Underwater lab conditionals prefab updates
Underwater lab autospawn prefabs
Unterwater lab prefab updates (socket adjustments)
Underwater lab test scene
Underwater lab generation baseline / proof of concept
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No longer attempt to place 80 (!) countryside tunnel entrances, taking 155 seconds
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (Scene2Prefab)
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (prefabs)
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (code)
Updating dungeon grid test scene
Fixed error update in GenerateDungeon, leading to incorrect corridor end positions
Stairwell bottom 360 degree prefabs
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Fixed issues with world networking (introduced with monument_prioritization)
Merge from monument_prioritization
Alistair approved: Changed mining_quarry_c monument to default priority (was set to high) to match the other quarries
Alistair approved: Changed giant excavator monument to default priority (was set to highest from back when it was first added)
Merge from HDRP_Art_Backport
Updated PlaceMonumentsRoadside to offer similar distance parameters to PlaceMonuments
Full rewrite of monument prefab prioritization when determining their spawn locations and which monuments not to spawn if there isn't enough space for all of them
Don't spawn harbors in tight places where they end up adjusting the coastline opposite to them (looks bad, leads to glitchy topologies)
Fixed another edge case that could make rivers overlap each other
Fixed harbors and fishing villages spawning at ridiculous slopes
Merge from backport_bugfixes
Fixed tunnel network gap when two stations were placed right next to each other and a tunnel tried to cross them (seed 1791348891 size 3500)
Fixed edge case where tunnel entrance would not connect to tunnel network (seed 598557641 size 3500)
Subtracting
61639 (should've gone on a branch)
Fixed edge case where tunnel entrance would not connect to tunnel network (seed 598557641 size 3500)