10,834 Commits over 3,867 Days - 0.12cph!
Actually update save list when disabling saving in BaseFirework (added EnableSaving method similar to EnableGlobalBroadcast, moved both to BaseEntity)
Disable saving on fireworks that are lit (previously done when going off, which was too late)
Cherry picking
45869 (road and river mesh tangent fix)
Fixed road and river mesh tangents
Updated ring road to latest (cherry picking
44685,
44993,
44994,
45065,
45068,
45082,
45462,
45463,
45575,
45576,
45577,
45596,
45597,
45598,
45619, 45664)
When iterating on the ring road, prioritize retrying nodes with more missing paths
Subtracting
45544 cc rohan
EmissionScaledByLight takes HDR colors (RGB > 1) into account (regression from
33595 cc diogo, LightEx was changed to use HDR colors instead of intensities > 1)
Disabled ScaleWithLargeMaps on some spawn populations
Added ScaleWithLargeMaps toggle to spawn populations (can be unchecked to stop scaling a population beyond 4k maps, for example makes sense for vehicles and certain loot since their count is balanced for server pop and not map size)
Added pooling to firework shells (+ updated scripts to support that)
Reduced glossiness paramter on road materials (HDRP texture backport far too glossy on main)
Enabled trilinear filtering on the new road textures
PathInterpolator.GetTangent uses Vector3.Slerp instead of Vector3.Lerp
Fixed road_asphalt_2 missing spec map assignment
Increased supermarket and gas station target count from 2 to 3
Abandoned cabins (swamp_c) is now a tier 0 monument
BaseBoat.generate_paths is false by default when running in the editor (load times)
RustNative update (plain topology terrain generation)
Deleting Linux RustNative
Updated procedural map decor placement filters to work with plain topology
Fixed plain topology terrain paint selection name
Ring road uses 8 anchor points instead of 4 (yields better shape on large maps, remains to be tested on small maps so I might fall back to 4 on those)
Slightly reduced ring road iteration step size (again, better for larger maps)
Road meshes use their path normal instead of a smoothed normal
Increased tessellation of road and river meshes
Renamed wasteland topology to plain (doesn't imply biome / vegetation)
Another fix for the ring road on large maps
Renamed runway topology to wasteland
Fixed ring road on 6k maps
Attempt to fix race condition with destroying entities
▅▇▉▌▄ ▇█▍▋█▌ █▉▊▊ ▅▍▉▇▌▍▅▇▉█▉▅.▌▄▇▆██▊▄▌▆ ▍▅▊▌ ▋█▅▅▆ ▍▅▉█▇▍▆▋ ▍▄ ▄▄██▆▊ ▌█▆█▄▍▊▌ ▌▄ █▋▍▅ ▋▅ █▅▊ ▄▆▊▍▆▅
▊▊▄▌▆ █▊▇▆▍▄▍ ▊▆▍█▋▉▇▉ ▉▋▌▆▌▉ ▇▌ ▆▇▅█▍▇▇▆▉▍.▊▉▋█▊▆▊▆▋▍▊▉▉▄▊▋▉▍ (▌▋▄▊▅ ▌▄▍▋▉ ▍▆▌▋ ▌▋▍▋▋▅▄▊▊ ▉▋▇ ▅▋▌ ▅▌▆▋█)
Cave target count is now 10
Large monument target count is now 7 (even on maps larger than 4k)
Can no longer build and deploy on roads (currently 3 wall heights vertically and 4 meters horizontally)
Only spawn prefab mountains on 5k maps or larger (4k maps need the free space to fit the new ring road + large monuments)
Added target count to monument placement scripts to avoid placing as many as possible on larger maps (TODO: needs configuring based on average 4k map monument counts)
Fixed TerrainPlacementMap starting out disabled
Roadside monument updates
PlaceMonumentsRoadside now checks TerrainPlacementMap (fixes rare edge cases where roadside monuments could overlap a road behind them)
Added RemoveChildObjectsAlongPath editor tool (useful to strip terrain anchors along path in roadside monument scenes)
Roadside monument updates
Moved gas station, supermarket and warehouse to roadside monument folder