201,944 Commits over 4,171 Days - 2.02cph!
Ice lakes are placed after monuments so they don't occupy half the arctic biome
Team roster generation, roster gen params.
Creating a new career now creates rosters for all the teams in it, using the league level gen params.
Better solution to prevent flooded roads
CareerUnitDatabase basics, creates a pool of units for the entire league + market, assigns unique IDs.
CareerUnit now has an ID.
Tiny road layout optimization
Changed procedural road to asphalt
Tweaked road width
Changed roadside splat to gravel
Tweaked path splat and topology blending
Roads use biome tint of gravel splat
Added some grass clutter to procedural roads
Stuff on roadsides / powerline pylons check their terrain anchors
Tweaked gravel arid biome tint
Work on animal behaviour.
lotsa career changes, think I've broken something.
added Squad.GenerateRandom() which will build and position a random squad of units from a career UnitRoster
career matches use real roster teams (wip)
Merge from building_system_3
Mining quarry B / reduced height variation
Added road / power connection points to junkyard
Updated junkyard heightmap / splatmap for correct placement
Harbors also connect to power grid
Terrain placement scripts show position / size in inspector
Don't spawn bus stops at intersections, only at start / end nodes of the road network
Fixed power line pylons still sometimes spawning on roads
Spawn path start / end objects before the side / along objects