branchrust_reboot/main/ring_roadcancel

112 Commits over 61 Days - 0.08cph!

4 Years Ago
Network++ Save++
4 Years Ago
Merge from main
4 Years Ago
Fixed ring road not having any vertical smoothing applied (was overwritten after roadside monument placement)
4 Years Ago
Barren map scene updates
4 Years Ago
Only attempt to generate ring road on 3k map or larger
4 Years Ago
Cull river and road meshes at 1000m
4 Years Ago
Use 4 anchor points to generate ring road on small maps, then 8 at 5k or larger
4 Years Ago
Compile fix
4 Years Ago
TreeEntity: Changed OnDrawGizmos to OnDrawGizmosSelected (editor performance)
4 Years Ago
Snap vertices to terrain at start and end of the path meshes Fixed off by one in PathInterpolator (resulting in slightly incorrect path positions)
4 Years Ago
Don't start building the navmesh if ai.move is false and nav_wait is false (i.e. in the editor -- eliminates a lot of editor stuttering on large maps)
4 Years Ago
In the editor, disable autoSyncTransforms when spawning populations (saves 20s in server loading time on a 4k map when no save is being loaded)
4 Years Ago
Reduced road direction randomization ("wobbliness") at layout stage by 60%
4 Years Ago
Roadside monuments terrain blend map improvements
4 Years Ago
Fixed powerlines not spawning along the ring road
4 Years Ago
Reduced road terrain offset from 0.05 to 0.01 (looks better after the previous fixes)
4 Years Ago
Fixed some edge cases where the road could clip into the terrain
4 Years Ago
Set road mesh to LOD0 to have sufficient steps with terrain river foam texture direction change
4 Years Ago
Removed debug logging
4 Years Ago
Tweaks
4 Years Ago
Fixed path mesh scale fuckups (fixes road and river texture tiling)
4 Years Ago
river_foam albedo
4 Years Ago
river mesh debug material
4 Years Ago
River mesh model
4 Years Ago
Fixed potential edge case with not blocking deployment on narrow roads
4 Years Ago
Fixed incorrect road mesh scaling along path (from the axis changes)
4 Years Ago
Updated loot on roadside monuments depending on the tier they've been place in
4 Years Ago
SpawnGroup can filter by tier to disable itself on certain tiers
4 Years Ago
road mesh set not to import materials added river foam texture, kinda work in progress
4 Years Ago
Assigned monument bounds on airfield, bandit down and compound
4 Years Ago
MonumentInfo bounds are no longer ReadOnly (they're assigned by hand)
4 Years Ago
Increased min distance between caves so there are less on small maps
4 Years Ago
Bumped road mesh placement up slightly to hover 0.05m above terrain (suits the new mesh best)
4 Years Ago
Path smoothing cleanup
4 Years Ago
Updated code to new road mesh orientation
4 Years Ago
further tweaks to road mesh profile
4 Years Ago
removing unused road segments and unused folders for clarity
4 Years Ago
Edited material tiling ratios to work with the provided road mesh rather than agnostic ratios
4 Years Ago
Cherry picking 44411
4 Years Ago
Updated road mesh to be more accurate with respect to the new road textures (both road_a/road_b) Aligned the road segment Z axis, rotated UVs 90 to be correct
4 Years Ago
Intersection regression fix
4 Years Ago
Smoothing regression fix for non-circular paths
4 Years Ago
Added circular path support to path interpolator (smooth start / end transition of the ring road)
4 Years Ago
Assigned road and river meshes in the procedural map and road test scenes
4 Years Ago
Use custom mesh for road and river mesh generation (morphed along the spline) Fixed a bug in the road and riger terrain adjustment distance calculation that would cause some weird visual glitches
4 Years Ago
Fixed road and river mesh tangents
4 Years Ago
When iterating on the ring road, prioritize retrying nodes with more missing paths
4 Years Ago
Disabled ScaleWithLargeMaps on some spawn populations
4 Years Ago
Added ScaleWithLargeMaps toggle to spawn populations (can be unchecked to stop scaling a population beyond 4k maps, for example makes sense for vehicles and certain loot since their count is balanced for server pop and not map size)
4 Years Ago
Merge from main