12,539 Commits over 3,806 Days - 0.14cph!
Avoid sharp angles when branching off side rails
PathFinder supports custom directional algorithm that avoids tight turns
Better rail / road ring generation corner / start / end point search
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Rail branching start and end points are exactly on a spline node (for billb)
Improved all types of intersections (more work to do)
Resolved some issues with the base spline for billb
Fixed initial entity snapshot not getting sent at timestamp 0 when starting a new demo record, meaning entities won't exist until after the first frame (server side fix)
Global tree billboards work in demos (maybe, needs testing)
Moved roadside / railside foliage to decor system (this can be cherry picked to main with a network++)
Better rail /rail and road / road intersections
Smoother rail branching transitions and rail / road intersections
Roads, rails and rivers are now resampled after smoothing
Roads, rails and rivers are now considered splines (resulting in smoother meshes)
Rail branching progress, path resampling experiments
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Fixed riverside topology not generating
Fixed terrain height mismatch around rails on the client (terrain around rail sitting slightly higher than on the server, needs map file clearing on the client in order to apply)
Don't generate rail below 4250 world size for now (takes too much space away from monuments, will try and find other solution next month)
Fixed another edge case of giant excavator overlapping rail
Further normal / tangent fixes on road, rail and river meshes
Rail / road mesh tangent fixes, removing terrain normal injection at sides since it doesn't improve anything
Fixed edge case where large excavator would overlap rail system
Fixed several edge cases in rail ring / road ring corner postprocessing (some regressions from
69726, some older issues)
Merge from rail_network/branching (not enabled in world generation yet, needs more work)
Significantly better road / rail intersections
Better rail ring / road ring corner postprocessing
Fixed cliffs sometimes overlapping rail
Path meshes can use terrain normal for certain vertices by specifying vertex alpha (100% = terrain normal, 0% = mesh normal)
Hot air balloon implements GetLocalVelocityServer and GetAngularVelocityServer (fixes projectile rejects when moving fast)
More improvements for rail terrain adjustment
Better rail terrain adjustment
More severe punishment when road / rail overlap (to avoid overlap along extended sections while still allowing short crossings)
Fixed several things spawning partially on rails