127,944 Commits over 4,109 Days - 1.30cph!
More work on animal behaviour.
Improved mesh generation and terrain adjustments for roads and rivers
Split river and road terrain adjustments into their own procedural components
Same thing for power lines
Added terrain anchors to power line pylons for better placement
Ice lakes are placed after monuments so they don't occupy half the arctic biome
Better solution to prevent flooded roads
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.
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
Road layout optimizations