branchrust_reboot/main/ring_roadcancel
112 Commits over 61 Days - 0.08cph!
Fixed ring road not having any vertical smoothing applied (was overwritten after roadside monument placement)
Only attempt to generate ring road on 3k map or larger
Cull river and road meshes at 1000m
Use 4 anchor points to generate ring road on small maps, then 8 at 5k or larger
TreeEntity: Changed OnDrawGizmos to OnDrawGizmosSelected (editor performance)
Snap vertices to terrain at start and end of the path meshes
Fixed off by one in PathInterpolator (resulting in slightly incorrect path positions)
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)
In the editor, disable autoSyncTransforms when spawning populations (saves 20s in server loading time on a 4k map when no save is being loaded)
Reduced road direction randomization ("wobbliness") at layout stage by 60%
Roadside monuments terrain blend map improvements
Fixed powerlines not spawning along the ring road
Reduced road terrain offset from 0.05 to 0.01 (looks better after the previous fixes)
Fixed some edge cases where the road could clip into the terrain
Set road mesh to LOD0 to have sufficient steps with terrain
river foam texture direction change
Fixed path mesh scale fuckups (fixes road and river texture tiling)
river mesh debug material
Fixed potential edge case with not blocking deployment on narrow roads
Fixed incorrect road mesh scaling along path (from the axis changes)
Updated loot on roadside monuments depending on the tier they've been place in
SpawnGroup can filter by tier to disable itself on certain tiers
road mesh set not to import materials
added river foam texture, kinda work in progress
Assigned monument bounds on airfield, bandit down and compound
MonumentInfo bounds are no longer ReadOnly (they're assigned by hand)
Increased min distance between caves so there are less on small maps
Bumped road mesh placement up slightly to hover 0.05m above terrain (suits the new mesh best)
Updated code to new road mesh orientation
further tweaks to road mesh profile
removing unused road segments and unused folders for clarity
Edited material tiling ratios to work with the provided road mesh rather than agnostic ratios
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
Intersection regression fix
Smoothing regression fix for non-circular paths
Added circular path support to path interpolator (smooth start / end transition of the ring road)
Assigned road and river meshes in the procedural map and road test scenes
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
Fixed road and river mesh tangents
When iterating on the ring road, prioritize retrying nodes with more missing paths
Disabled ScaleWithLargeMaps on some spawn populations
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)