12,539 Commits over 4,109 Days - 0.13cph!
Added env.progresstime (pauses time of day progression when false)
Can only place one tool cupboard per building
Increased building privilege radius around buildings to 16
Twig foundations can no longer be placed inside building privilege (only floors)
Decay entities also show their health bar when holding a hammer
Stability entities no longer automatically show their health bar when stability is below 25%
Updated ShowHealthInfo flag on prefabs that were using displayHealth
All decay entities only show their health when their health is below 95%
All stability entities only show their health when their health is below 95% or their stability is below 25%
Removed StorageContainer.displayHealth since it does the same thing as BaseCombatEntity.ShowHealthInfo
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)