10,834 Commits over 3,867 Days - 0.12cph!
Subtracting
46562 (ring road once again on 3k maps)
Only generate ring road on 4k maps or larger
Fixed minicopter and scrap transport helicopter spawn filter regression (causing them to cluster up too much)
Fixed road mesh being placed slightly too high when loading a map from disk
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Updating libRustNative.so (Linux server)
Fixed various cases where roadside monuments could be placed in a way that they were partially floating
Better shuffling when attempting to place roadside monuments
Restoring Linux RustNative
Removed road mesh offset of 0.01m (makes it hover too much)
Adjusted roadside monument loot spawns on tier 1 and 2
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River mesh import settings fixes
Fixed ring road not having any vertical smoothing applied (was overwritten after roadside monument placement)
Only attempt to generate ring road on 3k map or larger
Cull river and road meshes at 1000m
Use 4 anchor points to generate ring road on small maps, then 8 at 5k or larger
TreeEntity: Changed OnDrawGizmos to OnDrawGizmosSelected (editor performance)
Snap vertices to terrain at start and end of the path meshes
Fixed off by one in PathInterpolator (resulting in slightly incorrect path positions)
Don't start building the navmesh if ai.move is false and nav_wait is false (i.e. in the editor -- eliminates a lot of editor stuttering on large maps)
In the editor, disable autoSyncTransforms when spawning populations (saves 20s in server loading time on a 4k map when no save is being loaded)
Reduced road direction randomization ("wobbliness") at layout stage by 60%
Fixed powerlines not spawning along the ring road
Reduced road terrain offset from 0.05 to 0.01 (looks better after the previous fixes)
Fixed some edge cases where the road could clip into the terrain
Fixed path mesh scale fuckups (fixes road and river texture tiling)
Fixed potential edge case with not blocking deployment on narrow roads
Fixed incorrect road mesh scaling along path (from the axis changes)
Updated loot on roadside monuments depending on the tier they've been place in
SpawnGroup can filter by tier to disable itself on certain tiers
Assigned monument bounds on airfield, bandit down and compound
MonumentInfo bounds are no longer ReadOnly (they're assigned by hand)
Increased min distance between caves so there are less on small maps
Bumped road mesh placement up slightly to hover 0.05m above terrain (suits the new mesh best)
Updated code to new road mesh orientation
Intersection regression fix
Smoothing regression fix for non-circular paths
Added circular path support to path interpolator (smooth start / end transition of the ring road)
Assigned road and river meshes in the procedural map and road test scenes
Use custom mesh for road and river mesh generation (morphed along the spline)
Fixed a bug in the road and riger terrain adjustment distance calculation that would cause some weird visual glitches