12,611 Commits over 3,897 Days - 0.13cph!
Various fixes and improvements:
- foundation & foundation.triangle floor creation gibs spawned the gibs of all conditional floors instead of just the chosen one
- wall.low & wall.half were having issues with the randomization of their variants
- upgrading a roof to frontier kicked the player out of the game (NRE)
- foundation walls now correctly randomize their variants (each side can have a different variant)
Fixed fishing villages spawning inside harbors
Applied A, B and C variants to frontier wall
Added ModelConditionTest_Variant to add multiple variants of the same conditional model
Prefab reserialize for Unity 2021
Materials after prefabwarmup (definitely not enough)
Attempt to fix triangle floor / triangle roof stability edge case after server restart
Merge from experimental/release (Unity 2021)
Merge from experimental (Unity 2021)
Attempt to fix client / server terrain mismatch where rail connects to monuments
Ice lake terrain anchor fixes that could lead to terrain overlaps with small monuments
Additional rail / road checks for several cliffs
cliff_tall_pinch_b terrain anchor tweak to fix overlap with train tunnel entrance
Fixed edge cases of rail and road passing too close by monuments
Fixed ring rail sometimes cutting too close by monument rail connection points, leading to poor looking rail connection
Added planarslice convar to specify how many planar reflections to update per frame
Display longer segments of rail network links on the map
Train tunnel entrance placement check improvements (fixing placement too close to other monuments)
Fixed rail network link entrance sometimes overlapping small monuments like the rail entrance elevator hatch
Fixed lots of valid placement positions of the rail network link entrance being rejected
Merge from rail_network_link
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