10,832 Commits over 3,867 Days - 0.12cph!
Removed a bunch of unused garbage from protobufs
Fixed that small power substations were never spawning
Adjusted road and river mesh width
Improved road and river terrain adjustments
Road layout optimizations
Spawn path start / end objects before the side / along objects
Fixed power line pylons still sometimes spawning on roads
Don't spawn bus stops at intersections, only at start / end nodes of the road network
Terrain placement scripts show position / size in inspector
Harbors also connect to power grid
Added road / power connection points to junkyard
Updated junkyard heightmap / splatmap for correct placement
Merge from building_system_3
Tweaked gravel arid biome tint
Stuff on roadsides / powerline pylons check their terrain anchors
Added some grass clutter to procedural roads
Roads use biome tint of gravel splat
Tweaked path splat and topology blending
Tweaked road width
Changed roadside splat to gravel
Changed procedural road to asphalt
Tiny road layout optimization
Better solution to prevent flooded roads
Ice lakes are placed after monuments so they don't occupy half the arctic biome
Added terrain anchors to power line pylons for better placement
Same thing for power lines
Split river and road terrain adjustments into their own procedural components
Improved mesh generation and terrain adjustments for roads and rivers
Improved transition from procedural roads to monument roads
Fixed the occasional gaps between roads and terrain
Fixed terrain sometimes peaking through roads
Mining quarry is uncraftable and no longer drops as loot (static quarries only)
Warehouse no longer has a quarry
Added road piece to warehouse
Mining quarry monument is tier 2
Added road connection node to mining quarry monument
Reapplied launch site road / power nodes
Fixed possible race condition when building splits / merges were deferred
Fixed building merge not sending out network updates for building blocks that changed their IDs
Building privilege extends out for 10 meters around a building
Fixed another "user-provided triangle mesh descriptor is invalid" error on some road meshes