10,834 Commits over 3,867 Days - 0.12cph!
Merge from tree_bushes_spawn_settings
Tree entity updates (collider and layer)
Added CullBushes toggle to BuildingBlock (enabled on square and triangle foundations)
RustNative update (more feature scale variety, fixed occasional odd looking hills)
Large power substations keep more distance from roads
Fixed "Rivers spawning ontop of eachother"
Applying
60624 to avoid future merge conflicts
Fixed client / server mismatch around rivers (and the same thing around roads, where it was far less visible)
Cliffs are now using TerrainPlacementBlocked instead of adding swamp topology everywhere they spawn
No longer spawn cliffs all over the prefab mountains
Various river improvements I experimented with while debugging
60538
Fixed "Rivers spawning next to steep terrain will have jagged edges and odd dips" (finding this took me 10 hours)
Windows RustNative update (for some reason it didn't properly update with the merge from wipe_1?)
Fixed transmission towers sometimes spawning too close to road
Place telephone poles after roadside substations (fixes floating telephone poles)
Fixed SpawnHandler.Refresh not working right
Roadside train tunnel entrance now uses entrance_monuments_a prefab
Train tunnel icons on entrance_monuments_a and entrance_monuments_b
RustNative update (alt forest type now uses forest splat instead of grass splat, as requested by Damian)
Fixed "generate textures" being an order of magnitude slower than it needs to be
Fixed build exception when ItemDefinition.shortname is null in ItemManager.Initialize (this exception appears to cause a full editor crash on 2019.4.23?)
Disabled incremental garbage collector on macOS again
Applying MergeFromMain_2021_04_06
Restoring stables_a and stables_b prefab moves
Merge from main (keeping prefab changes from HDRP branch where we had conflicts, except for: tabledoorPOKER.prefab, tabledoorPOKERClear.prefab and fridge.prefab which only had shadow proxy changes on HDRP branch, and gameplay changes on main branch)
Merge preparations, second attempt
Updated terrain anchors of the satellite dish, sphere tank and sewer branch monuments
Monuments now try to maximize the distance between themselves and monuments of other monument types (instead of only doing that for monuments of the same type)
Updated CraggyIsland "Alistairs Rock" with a custom collision mesh that has mesh metrics of 1 (test to see if that fixes the collision issues)
Procedural and community maps are now allowed to use 4k heightmaps
TerrainHeightMap.GetHeight01 is more accurate on meshes that were added to the height map via AddToHeightMap (but unfortunately slightly less accurate for the actual terrain mesh)
Better terrain normal calculation
Explicitly assigning bundle to all the cliff / rock collider meshes
Import options for cliffs colliders: normals set to import
Enabled AddToHeightMap.DestroyGameObject on the cliff heightmap proxy colliders
Cleaned up fake Steam ID toggle menu item
Added "Debug/Sticky Gizmos" toggle to globally toggle sticky gizmos
Added DestroyGameObject checkbox to AddToHeightMap (to remove proxy meshes after placement)
Fixed cliffs not spawning on steep terrain next to rivers / roads
Removed GenerateCliffSplat since it overwrites the artist-managed cliff splat adjustments
Better terrain normal map around cliffs, part 2
Better terrain normal map around cliffs (probably)