12,611 Commits over 3,897 Days - 0.13cph!
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Fixed rail siding overlap issues
Fixed junkpiles spawning on rail (can be cherry picked to main)
Initial version of rail sidings (short, parallel sections of two-lane-rail; still some overlap issues to be solved)
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Fixed edge case that could cause exception at level load
Dialed back roadside / railside bush density by 40%
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Temporarily removing junkpile_j from spawn list, since the prefab appears to be corrupt since the AI fix merge
Fixed edge case with side rail meeting main rail at extremely steep angle
Fixed edge case with side rail meeting main rail at extremely steep angle
Reduced "bad weather" probability: 90% of days will now be clear
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Merge from rail_network_2
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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