10,834 Commits over 3,867 Days - 0.12cph!
Particle grid takes list of prefabs instead of loading them from a folder
Adjusted weather particle effect collision parameters
Weather particle effects follow camera altitude when flying
Reduce weather particle effect emission rate with increasing distance from the camera
Reduce weather particle effect update rate and distribute over multiple frames
addtime console command uses more human readable formatting (default unit is now hours instead of days, can optionally postfix s / m / h / d / w / M / Y to specify different unit)
Fixed initial burst of snowflakes on spawn (destroyed snowflakes with facts and logic)
Backporting ParticleSpawn / ParticlePatch changes to DecorSpawn / DecorPatch
Spawn weather particle effects on a grid, opens the door to various optimizations
Restored weather.rain and weather.wind convars
Fixed sky dome prefab having a fogginess of 3e-45 saved
Fixed that weather convar overrides would be clamped to 1
Better weather seed / randomization
Added weather.load convar to load a specific weather preset
Added weather.reset convar to reset to dynamic weather
Added replicated convars for all the individual weather parameters (modding / events)
New preset based (and artist controlled) weather type system that exposes all atmosphere and cloud sky parameters (rip programmer art)
Sky dome prefab serialization auto updates (for cleaner diffs when we tweak it from here on out)
Restored rain chance (10%)
Fixed fog hiding clouds in the max rain weather state
Plugged new rain and snow particle effect prefabs into the rain and snow system
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Fixed roads sometimes going crazy (underwater, over cliffs, through monuments) at monument start / end points
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Trainyard terrain anchor tweaks (fixes occasional steep cliff in front of road access point, which would cause weird roads)
Allow 1 out of the 4 corners of a monument to slightly reach into a neighboring tier when finding spawn locations for them
Power lines can end at ring road (massively speeds up power line layout generation on large maps)
Fixed edge case that was causing duplicate road connections on a single monument road connection point
Monument scene updates (smoother road connections, some additional trail connections)
Added push field support to path finder
Secondary road connections are pushed away from the monument they originate from (prefer connections to other monuments)
Fixed fishing villages still sometimes spawning on islands
Added support for secondary / redundant road connections to the road layout generation
Ensure all monument road connection points are connected to a road if at all possible, leading to a larger and more continuous road network
Fixed that the first monument that was placed (usually a harbor) would nearly never be connected to the road network
Trails use same costmap resolution as roads (allows them to find paths from much further away)