10,832 Commits over 3,867 Days - 0.12cph!
Another attempt to fix nested parenting triggers
TriggerParent works like TriggerParentEnclosed since that should be much more robust when sorting out overlaps / nested parenting triggers
Simplified TriggerParentEnclosed (now inherits from TriggerParent)
Simplified TriggerParentExclusion (since overlaps are handled by TriggerParent)
Removed OnEntityEnter hack from ForceUpdateTriggers (since overlaps are handled by TriggerParent)
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Removing meta file that can be deleted
Proper fix for ProcessNestedPrefabs (now processed in-place if we're not bundling, see ShouldExclude / IsProcessedAsNestedPrefab)
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Subtracting
44822 (it completely disables nested prefab preprocessing in the editor, which will break)
Another attempt to fix nested parenting trigger issues
Give up when no solution can be found
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Merge from main/ring_road
Added "roadside" monument type and cleaned up TerrainPathConnect handling
Fixed road height on roadside monuments
Ring road / monument blocking uses TerrainPlacementMap instead of topology
Added TerrainPlacementMap (supports temporarily marking / blocking procedural placement positions without going through topologies)
Fixed SellOrderEntry not getting destroyed until the next time a vending machine loot panel is opened
Fixed loot panels not getting destroyed when leaving a server (since they are DontDestroyOnLoad and the fallback pool cleanup wasn't working right)
Fixed entities that are part custom maps (included in the map file as root objects) getting spawned as static objects on the client with world streaming enabled
Subtracting
42916 (accidentally deletes entities from prefab pool)
Support for proper roadside monuments along the ring road
Fixed PathList overwriting existing topologies when adding its topology
Forgot to assign two-lane road material
Two-lane road test material
Two-lane road test textures
GenerateCliffTopology works on custom maps
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GenerateTerrainMesh can now be used on custom maps in the editor without modifying the terrain data asset on disk (by making a temporary copy in play mode)
TerrainHeightMap.GetHeight now interpolates along the exact triangle lines of the terrain mesh instead of approximating them as a quad
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Fixed TerrainSplatSet missing spots when there was already some of the splat present
Fixed issue where PlaceCliffs would ignore filter on child prefabs
Made PlaceCliffs no longer place the same cliff piece twice in a row
These two improvements also made PlaceCliffs significantly faster
Fixed rare NRE in TriggerParentEnclosed.OnTick
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Fixed potential NRE in WorldNetworking.RequestWorldData
Fixed rare case when entity could remain parented after leaving TriggerParentEnclosed
Enabled world.streaming by default (load time, ram and fps optimization)
Optimized world spawn when world is loaded from cache
Added world.streaming convar (false by default while we're testing)