9,576 Commits over 4,505 Days - 0.09cph!
ScriptableWorldConfig are now inside a Resources folder and loaded with Resources.LoadAll
The problem in the original implementation is that it would have needed explicit bundle assignment, as nothing was referencing those assets in order to pull them into a bundle, this feels more robust and mirrors what we do in other places (like GameModeManifest)
Removed generate_oil_rigs convars since it was added to the wrong script (PlaceMonuments vs. PlaceMonumentsOffshore)
Updated workspace to Unity 2022.3.55f1 (all builds have already been switched over)
JunkPile.SpawnInitial happens across multiple frames instead of all at once
ProceduralMapTesting updates
Added EnvironmentVolumeCheck to check if a prefab overlaps certain environment volumes and reject placement if it does
Added EnvironmentVolumeCheck to cliff_jutting to prevent them from overlapping the underground train tunnels
GenerateDungeonGrid stays within terrain bounds
Fixed terrain around train tunnel above / below ground connection
Climate update (copying temperate parameters to jungle)
RustNative update (jungle biome has forest topology everywhere)
TerrainConfig update (copying temperate parameters to jungle)
RustNative update (jungle biome baseline)
Added jungle ClimateParameters
Added jungle biome to terrain backend and shaders
Fixed terrain around train tunnel above / below ground connection
Merge from tick_limit_improvements
Better maxpacketspersecond_tick lag forgiveness
Environment volume updates for the above ground / below ground transition pieces
Environment volume updates to better fit the shapes of the underground train tunnel segments
ProceduralMapRailSimple and ProceduralMapRoadSimple fixes
Subtracting
109845 (workshop normal fix)
Fixed network updates, for example from parenting changes, interfering with smooth movement for entities that are currently lerping
Removed Jarryd's interpolator SnapToEnd demo workaround
Added missing Model component to grenade.f1.entity (leading to missing skin in third person)
Restoring ProjectSettings.asset
Merging .editorconfig from main/StandardCodeFormatting
Fixed paddling pool water being invisible inside canyons
Script auto updates / compile fixes
manifest.json and packages-lock.json
Add ProjectSettings/MultiplayerManager.asset to SCM
Fixed above ground pool water being invisible inside canyons
cave_small_hard terrain anchor fixes
cave_medium_hard terrain anchor tweaks to prevent it spawning too close to river
All paths (road / rail / powerline) avoid mountain topology
Added radius check to SpawnHandler.CharDistribution
Added second river back to 3500 size maps (removing it didn't help monuments)
Removed lake and oasis from 3500 size maps