12,539 Commits over 3,806 Days - 0.14cph!
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Updated procedural map decor placement filters to work with plain topology
Fixed plain topology terrain paint selection name
Ring road uses 8 anchor points instead of 4 (yields better shape on large maps, remains to be tested on small maps so I might fall back to 4 on those)
Slightly reduced ring road iteration step size (again, better for larger maps)
Road meshes use their path normal instead of a smoothed normal
Increased tessellation of road and river meshes
Renamed wasteland topology to plain (doesn't imply biome / vegetation)
Another fix for the ring road on large maps
Renamed runway topology to wasteland
Fixed ring road on 6k maps
Attempt to fix race condition with destroying entities
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Cave target count is now 10
Large monument target count is now 7 (even on maps larger than 4k)
Can no longer build and deploy on roads (currently 3 wall heights vertically and 4 meters horizontally)
Only spawn prefab mountains on 5k maps or larger (4k maps need the free space to fit the new ring road + large monuments)
Added target count to monument placement scripts to avoid placing as many as possible on larger maps (TODO: needs configuring based on average 4k map monument counts)
Fixed TerrainPlacementMap starting out disabled
Roadside monument updates
PlaceMonumentsRoadside now checks TerrainPlacementMap (fixes rare edge cases where roadside monuments could overlap a road behind them)
Added RemoveChildObjectsAlongPath editor tool (useful to strip terrain anchors along path in roadside monument scenes)
Roadside monument updates
Moved gas station, supermarket and warehouse to roadside monument folder
Added ring road script and roadside monument script to procedural map scene
Another attempt to fix nested parenting triggers
TriggerParent works like TriggerParentEnclosed since that should be much more robust when sorting out overlaps / nested parenting triggers
Simplified TriggerParentEnclosed (now inherits from TriggerParent)
Simplified TriggerParentExclusion (since overlaps are handled by TriggerParent)
Removed OnEntityEnter hack from ForceUpdateTriggers (since overlaps are handled by TriggerParent)
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Removing meta file that can be deleted
Proper fix for ProcessNestedPrefabs (now processed in-place if we're not bundling, see ShouldExclude / IsProcessedAsNestedPrefab)
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Subtracting
44822 (it completely disables nested prefab preprocessing in the editor, which will break)
Another attempt to fix nested parenting trigger issues
Give up when no solution can be found
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Merge from main/ring_road
Added "roadside" monument type and cleaned up TerrainPathConnect handling
Fixed road height on roadside monuments
Ring road / monument blocking uses TerrainPlacementMap instead of topology
Added TerrainPlacementMap (supports temporarily marking / blocking procedural placement positions without going through topologies)
Fixed SellOrderEntry not getting destroyed until the next time a vending machine loot panel is opened
Fixed loot panels not getting destroyed when leaving a server (since they are DontDestroyOnLoad and the fallback pool cleanup wasn't working right)
Fixed entities that are part custom maps (included in the map file as root objects) getting spawned as static objects on the client with world streaming enabled
Subtracting
42916 (accidentally deletes entities from prefab pool)