12,521 Commits over 4,018 Days - 0.13cph!
Prefer longer cliff segments
PlaceCliffs has MinHeight and MaxHeight parameters to specifc terrain altitude range of certain cliff types
Moved GenerateCliffTopology slopeCutoff and splatCutoff to consts at the top of the file
Implemented "force the cliffs to spawn at the highest available Y position"
Fixed "cliff scaling doesn't always obey the min/max values"
ProceduralMapRoad spawns roadside monuments
PlaceMonumentsRoadside fixes & improvements
Fixed piece of shit water system returning incorrect trace hit position when underwater, causing incorrect water hits while inside water carving volumes
S2P harbor_1 and harbor_2
Enabled IsDynamic on crane rope ladder prefab (so it persists through entity save / load)
S2P harbor_1 and harbor_2
Merge from main (needs S2P, see next commit)
ServerListManager.EnqueuePings NRE fix
Cached server browser HttpClient exceptions no longer prevent download reattempts
Cached server browser is less exceptiony
Fixed hole in side of terrain when harbor spawns too close to terrain edge (not ideal, but good temporary solution)
Disabled material import on oilrig moonpool environment volume collider meshes (for some reason this pulls them into the discard bundle in the server build)
Fixed oilrig environment volume collision meshes not having read/write flag set
Restoring old version of BiomeVisuals
Removing StartAssetEditing and StopAssetEditing from GameManifest and PrefabPrepare since it breaks repeat GetLabels / SetLabels calls (makes things slower though)
Removing "Update Game Manifest (Fast)" - use "Update Game Manifest" instead, which isn't all that slow anymore
Reapply
95063 w/ compile fix
Fixed MaterialSetup not working inside monuments (prop / environment volume spawn order issue)
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Converted retro tool cupboard from prefab variant to normal prefab
Fixed StringPool errors on retro tool cupboard
NRE fix when MaterialSetup is missing MaterailConfig (now logs a warning instead)
EnvironmentVolume now draws the gizmo of all selected objects instead of just the last one (it still hides the gizmo if only the parent is selected)
Fixed EnvironmentVolume making manually added mesh colliders readonly / unsaved
Fixed "Snow Effect" material config
Harbor TerrainFilter tweaks in order to find more suitable placements
Fixed TerrainFilter, TerrainAnchor and TerrainCheck all returning false when out of terrain bounds (blocking many valid harbor spawn location)
FishSwarm spawning is load balanced
Fixed fish swarm spawning inside moonpools
Fixed corpses floating inside oil rig moonpool / tube
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