194,179 Commits over 4,079 Days - 1.98cph!
Don't spawn bus stops at intersections, only at start / end nodes of the road network
Terrain placement scripts show position / size in inspector
Harbors also connect to power grid
Added road / power connection points to junkyard
Updated junkyard heightmap / splatmap for correct placement
Mining quarry B / reduced height variation
Merge from building_system_3
career matches use real roster teams (wip)
added Squad.GenerateRandom() which will build and position a random squad of units from a career UnitRoster
lotsa career changes, think I've broken something.
Work on animal behaviour.
Tweaked gravel arid biome tint
Stuff on roadsides / powerline pylons check their terrain anchors
Added some grass clutter to procedural roads
Roads use biome tint of gravel splat
Tweaked path splat and topology blending
Tweaked road width
Changed roadside splat to gravel
Changed procedural road to asphalt
Tiny road layout optimization
CareerUnitDatabase basics, creates a pool of units for the entire league + market, assigns unique IDs.
CareerUnit now has an ID.
Better solution to prevent flooded roads
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.
Ice lakes are placed after monuments so they don't occupy half the arctic biome
Added mask as a 5th argument to ENT:TestCollision
added CareerUnit
added some CareerUnit related consts to CareerDefines