12,539 Commits over 3,806 Days - 0.14cph!
Support for proper roadside monuments along the ring road
Fixed PathList overwriting existing topologies when adding its topology
Forgot to assign two-lane road material
Two-lane road test material
Two-lane road test textures
GenerateCliffTopology works on custom maps
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GenerateTerrainMesh can now be used on custom maps in the editor without modifying the terrain data asset on disk (by making a temporary copy in play mode)
TerrainHeightMap.GetHeight now interpolates along the exact triangle lines of the terrain mesh instead of approximating them as a quad
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Fixed TerrainSplatSet missing spots when there was already some of the splat present
Fixed issue where PlaceCliffs would ignore filter on child prefabs
Made PlaceCliffs no longer place the same cliff piece twice in a row
These two improvements also made PlaceCliffs significantly faster
Fixed rare NRE in TriggerParentEnclosed.OnTick
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Fixed potential NRE in WorldNetworking.RequestWorldData
Fixed rare case when entity could remain parented after leaving TriggerParentEnclosed
Enabled world.streaming by default (load time, ram and fps optimization)
Optimized world spawn when world is loaded from cache
Added world.streaming convar (false by default while we're testing)
Added poolable component to all static rocks, rock formations, cliffs, icebergs and ice sheets (which adds them to the world grid)
ProceduralObject now works with world grid
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PlaceCliffs fixes and improvements
Bumped immediate network visibility distance to 128m (from 64m) to give more notice for SAM sites
Another terrain anchor gizmo fix
Fixed terrain anchor gizmo not scaling with object scale (while the actual runtime check does)
Really don't check placement filter at all anchor positions in PlaceCliffs (only at pivot)
Don't check placement filter at all anchor positions in PlaceCliffs (only at pivot)
Simplified per paddy's request: Always save / load named debugcamera states, debugcamera_preserve toggles save / load of initial state, debugcamera_preserve_default no longer exists
Added world grid to client lod.prefab