12,523 Commits over 4,018 Days - 0.13cph!
Monument scene updates (smoother road connections, some additional trail connections)
Added push field support to path finder
Secondary road connections are pushed away from the monument they originate from (prefer connections to other monuments)
Fixed fishing villages still sometimes spawning on islands
Added support for secondary / redundant road connections to the road layout generation
Ensure all monument road connection points are connected to a road if at all possible, leading to a larger and more continuous road network
Fixed that the first monument that was placed (usually a harbor) would nearly never be connected to the road network
Trails use same costmap resolution as roads (allows them to find paths from much further away)
Latest non-beta Steam DLLs for Windows and Linux dedicated servers
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Changed demo.splitmegabytes default value to 200 (from 100)
Prioritize terrain texture adjustments from larger roads over those from smaller roads or trails
Fixed trails being too thin and jagged on sand (looks bad)
Disabled mip maps on terrain normal map to preserve detail (test)
Disabled mip maps on terrain splat maps so they look less awful in the distance and on low graphics qualities
Added trail connection points to various small monuments that didn't have proper road connection points before
Added trail road type, generated after both ring road and side roads have been created
Better mainland topology generation (fixes some things that looked like islands being considered mainland)
Keep at least 50m distance to any monuments when selecting a beach spawn point
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Updating Facepunch.Steamworks
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Roof left and right side trim conditional models are applied to both client and server (for the collider, fixes fly hack false positives)
Do entity order validate before calling CreateOrUpdateEntity so the counter isn't corrupted if CreateOrUpdateEntity throws an exception
Include additional info in disconnect message when entity order validate fails
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