10,834 Commits over 3,867 Days - 0.12cph!
Better GenerateCliffTopology
Updated "World Setup" prefab to better handle cliff topology & splat
RustNative update (got rid of cliff / rock splat in splat map first pass)
Fixed missing cliff / building topology filter on lots of the new foliage for the procedural map
Added support for tunnel entrances inside monuments
No longer spawn tunnel entrances next to monuments that already have a tunnel entrance
RustNative update (HDRP backport terrain heightmap baseline to fix coastal cliff and beach spawn issues while attempting to roughly maintain current inland heightmap)
ProceduralMapEmpty test scene for just the heightmaps
Enabling incremental GC on macOS as a test (checking if 2019.4.22 fixed it)
Fixed "no IPV6 support" when connecting using localhost
Unity 2019.4.22f1
Re-enabled graphics jobs on macOS (test)
Disable aurora, rainbow and lightning effects when inside train tunnels
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Fixed "LODS aren't updating during elevator rides if the player doesn't move with WASD"
Fixed TerrainPath.DungeonRoot not being set when the map is loaded from cache (blind commit since Unity is stuck on startup)
Completely disable rain / snow particle effects inside train tunnel environment volumes
Only try generating dungeon navmesh if dungeon exists
Fixed "Train entrance not connected to stair shaft" edge case (regression from 59160)
Fixed tunnel entrance not correctly avoiding underground monuments when spawning
Fixed players getting killed at the bottom of certain tunnel segments
Terrible and / or genius fix for "Misaligned corridor after entranceway elevator"
Awful fix for "Tunnel clipping into the stairwell"
Fixed
59114 (Increased train tunnel nobuild volumes slightly)
Hack / workaround to fix water always rendering in debug camera (breaks underground lighting)
AIInformationZone and AIThinkManager are IServerComponent
Train tunnel topology map tweaks
Increased train tunnel nobuild volumes slightly
Fixed edge case that could cause a tunnel entrance not to connect to its train station correctly
Train tunnel entrances no longer spawn on roads that start or end at mining quarries, water wells or swaps
Barricade train tunnel cells no longer spawn right next to each other
Ensure train tunnels leave some distance between themselves and the terrain surface (so underwater rocks that reach into the terrain don't reach into the tunnels)
Train tunnel corridors are OnlyVisibleUnderground
DistanceFlareLOD and CoverageQueryFlare now also check LODEnvironmentMode (always invisible when underground, unless player is also underground)
Replaced tunnel entrance terrain anchors with terrain checks so they preserve the altitude of the road they spawn on instead of snapping to the terrain
Renamed "Darkness" environment type to "TrainTunnels" so it can be used to specifically identify train tunnels (we can add other environment types that also darken directional light, but they should all have their separate names so they don't toggle the train tunnel map overlay)