12,532 Commits over 3,806 Days - 0.14cph!
Merge from rail_network_link
GenerateRailLayout improvements
CreateRailCostmap improvements
Merge from rail_network_link
Added AutoCliffSplat and AutoCliffTopology parameters to monuments that can be used to opt out of the auto cliff generation
Fixed ProceduralMapRailSimple using a tiny world size
train_tunnel_double_entrance_b implementation
Fixed rail network link missing from underground map
Added new rail entrance variant to cover higher terrain (fixes missing rail entrance on certain seeds)
Fixed weird circular / tight rail generation around rail entrances
Merge from rail_network_link
Fixed train tunnel rail entrance sometimes spawning too close to monuments
Fixed rail link sometimes overlapping elevator shafts
When no second rail path can be found when connecting a monument to the rail network, try pathing to our first rail path in an attempt to merge them + reuse the existing path (better than having a missing connection)
Merge from rail_network_link
Rail keeps more distance from monuments
Merge from rail_network_link
Regenerating all rail splines
Merge from rail_network_link
Improved ice_lake_3 terrain checks so it doesn't overlap train tunnel hatch entrance
Merge from rail_network_link
Adding back prevSign workaround
Merge from rail_network_link
Better TerrainPath cliff and decor topology handling
GenerateRailLayout paths rails closest to the ring rail first (so they aren't blocked by rails that start further from the ring rail)
GenerateRailLayout cleanup for BlockedPointsAdditional
TerrainPathConnect center point calculation fix in GenerateRailLayout
Removing prevSign workaround from GenerateRailLayout
Pathfinder directional algorithm updated to new heuristic
PathFinder int overflow fix that led to crazy paths
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Don't spawn train tunnel rail entrances if no above ground rail exists
Enforce larger distance between train tunnel stations
Train tunnel rail entrance nobuild volume
Train tunnel rail entrance can only replace train tunnel grid pieces that are replaceable (i.e. not underground train stations)
Merge from rail_network_link
Merge from experimental (rebase)
Tweaked MaxDepth and MaxFloor for caves in World Setup
Underground environment volumes now forced underground during placement
Underground and building environment volumes now prevent overlaps during placement
MaxDepth, MaxFloor, MaxCount are set in inspector
More prefab work (dungeon volumes, environment volumes)
Procedural cave piece tweaks
Removed well_a, b and c pieces from procedural caves since they cannot be climbed back up
More procedural cave piece prefab setup
GenerateDungeonBase / AIInformationZone NRE exception fixes when some stuff isn't set
Added procedural cave generation to World Setup