12,611 Commits over 3,897 Days - 0.13cph!
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
Added TerrainPathConnect to procedural cave entrances
Added InfrastructureType.Cave
Initial socket setup for the cave pieces
Initial sockets for procedural cave entrances
Removing old cave prefabs, disabling Scene2Prefab on old cave scenes
Merge from rail_network_link (to avoid merge conflicts later)
Better left / right connection in GenerateRailLayout
Train tunnel terrain / topology check improvements
Tunnel entrance terrain check tweaks
TerrainPlacement cliff splat fix
Train tunnel rail entrance environment volume setup
Updated train tunnel entrance terrain check
Train tunnel entrance icon
Fixed missing rail connections to tunnel entrance after
87807
TerrainPlacement supports being on a child object with a positon / rotation offset
Train tunnel rail entrance terrain setup