12,611 Commits over 3,897 Days - 0.13cph!
Subtracting
105196 (shore margin increase) due to several regressions
Merge from world_update_2
Various fixes for ProceduralMapEmpty, ProceduralMapRailSimple and ProceduralMapRoadSimple test maps
Increase ocean render margin under terrain to prevent shore wetness from being cut off in certain edge cases
Adjusted cave terrain checks to enforce slightly more padding between the terrain surface and the caves (attempt to fix new cliffs sometimes reaching into caves)
TerrainCheckGeneratorVolumes takes an optional offset
Added TargetCountWorldSizeMultiplier to PlaceMonuments
Reduced lake target count from 2 to 1 for small maps
Additional checks for ice sheets to avoid rivers
Fixed some additional oddities where rivers meet ocean
Fixed several GenerateOceanTopology oversights
Merge from hill_cliffs_splat
Merge from world_update_2
Added TerrainSplatRemove to all hill cliffs
Fixed PlaceCliffsUniform not spawning below 0
Fixed airfield sometimes spawning too close to river
Fixed rivers being allowed to continue too long below ocean level, causing the ocean to flood large areas of the terrain
Fixed underwater specular on terrain
Prevent harbors and ferry terminal from spawning on top of rivers
No longer spawn ice sheets next to rivers (overwrites river splat and looks out of place)
Reduced canyon target count from 2 to 1 to help other monuments have enough space to spawn
GenerateOceanTopology skips lake topology as well (previously only mountain topology, which was missing from oasis)
Subtracting S2P launch site (world_update_2 conflict)
Subtracting 1322 (skin corruption)
Merge from world_update_2
Merge from ai_wolf_iteration
Merge from world_update_2
Fixed river mesh being incorrect around rail and road crossings
Fixed several water regressions from
104770
Merge from world_update_2
Discard water fragments entirely if there's no chance the camera is inside the respective water volume (fixes depth issues in canyons)
PlaceCliffsUniform takes prefab priority into account
PlaceCliffsUniform prioritizes prefabs according to the number that have already been spawned (if their priority is the same)
PlaceCliffsUniform uses a multigrid approach to spawn (spawn at coarse resolution first, then going increasingly finer until target is reached)
Merge from world_update_2
Updating EAC setup / launcher
Reduced oasis target count from 3 to 2 to leave more space for giant excavator
Improved PlaceCliffsUniform randomization
Fixed river / ocean transition terrain issues
Merge from world_update_2
TerrainTopologyMap.GetTopology fix when getting topology in radius
TerrainFilter supports a radius
TerrainTopologyMap.GetTopology checks an actual circle, not a square
Fixed above / below ground rail transitions not checking mountain topology when finding their spawn location
Merge from river-ocean-transition
Merge from map_slope_shading
PlaceCliffsUniform improvements
Check terrain filters before terrain anchors in all procedural placement scripts (faster, thanks Graham)