12,611 Commits over 3,897 Days - 0.13cph!
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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
Fixed a number of harsh rail / road intersections
Removing osx steamworks libs (doesn't look like they're being used at all, and we don't even build the osx server either)
Updating Steam libraries to latest
Merge from rail_network (just baseline, leaving out branching / side rails for now)
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Reapply build folder cleanup (fixes old catalogue files sticking around after subtract)
Merge from SteamNetworking_MultiLane_4
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Fixed "Client integrity violation" when connecting to staging server
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PlaceMonuments takes less time to find the optimal placement (better map generation times in editor and on server, seemingly no downside in terms of monument coverage, but will need testing)
RustNative update (more landmass, less water / islands)
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