branchrust_reboot/main/procgen6cancel
90 Commits over 28 Days - 0.13cph!
Converted spanning tree to semi-directed
Added road and bridge segmentation
Added bridge placement backend
Added bridge topology type
Made road placement stop when encountering crossroads
Fixed various small weirdnesses in the road network calculation
Reduced the percentage of terrain that is turned into water
Improved terrain edge falloff
Increased lake frequency and amplitude slightly
Changed lake noise type to turbulence
Fixed beach and underwater cliff color looking a bit weird
Multithreaded pathfinding of the road network
Removed multithreading from post-road-placement cliff creation (possible race condition if splat, color, topology or path resolution mismatched)
Tweaked topology-based path cost to yield more natural looking paths
Prevented players from spawning inland or on cliffs (only coastal sand beach now)
Extended player spawns to include areas slightly to the north and south of the temperate biome
Tweaked dune and lake noise
Reduced terrain edge padding
Added procedural river component (traces non-zero-level rivers down mountains, WIP)
Added river topology type
Allowed water decor rocks to spawn in riverbeds
Added clutter rocks to riverbeds and roads
Removed debug output from procedural river component
Renamed water topology type to ocean (water is now ocean, river and shore combined)
Removed hacky dictionary lookup from ambience manager (use multiselect enum instead)
Subtracted changeset 5907 (wrong branch)
Raycast both heightmap and normalmap after the terrain generation was complete (to support grass on terrain blended cliff meshes etc)
Tweaked rock placement parameters to form bigger, more compressed clusters
Improved splat and color mapping across the board
Changed random colormap multiplier to 90%-110% (instead of 100%-125%)
Separated inspector splat type selection from internal splat index
Added conversion methods from splat index to splat type and vice versa
Updated splat selections in rad town scenes and prefabs
Refactored TerrainPath to support path smoothing in the future
Combined path and river backends to a generic path list
Added placeholder riverside decor
Allowed rad towns to spawn in the tundra biome
Slightly increased max terrain height mismatch on rad towns 1 and 2 (helps finding spots on mountainy seeds)
Improved and optimized road network generation
Tweaked terrain parameters
Fixed all decor seeing a scale of 1 in Awake()
Added bridge blockouts to lakes, oceans and riverbeds
Don't attempt to spawn bridges if no target direction can be found
Added noise to terrain modifiers for less circular, more scattered shapes
Refactored decor spawning backend
Added method to scatter static decor directly onto paths (roads / rivers)
Only add terrain modifier noise to splat and color
Added rocks to riverbeds
Tweaked some rock decor terrain modifiers
Changed splat selection enum values to powers of two
Added colliders to all lighthouse bases
No longer connect lighthouses to the road network
Increased number of attempts to place lighthouses
Strip RockMaterial component in server builds
Updated cave prefab
Added warehouse monument
Bridge mesh placement tweak
Refactored the way decor parameters are applied on placement
Fixed minor colormap alpha issue
Added river water mesh generation (WIP)
Added delta modifier methods to the terrain height map (mostly for rivers)
Cleaned up some terrain map code