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27 Commits over 0 Days - ∞cph!
Changed biome and splat terrain maps from AOS to SOA memory layout (far better compression)
Improved world serialization
Reduced resolution of some terrain maps
Fixed water drinking interaction sometimes not showing
Better terrain map index to coordinate conversion
Water map is stored as short instead of float
Increased resolution of some terrain maps
Water map bake encoding fix
Re-baked custom map water textures
Merge from snow_biome_revamp
Monument randomization script improvements and fixes
Added randomization scripts to ice lakes
Added ice lakes to map generation
Disabled compression on lake prefab scene terrain maps
Re-saved lake scenes / terrain assets
Rivers and roads check topologies in a radius when finding their paths
Barricade placement tweaks (concrete, stone and sandbag)
High external walls and gates require some space between them when placed parallel to each other (i.e. when stacking them)
Adding parts of the new road generation algorithm (much faster and better looking, not 100% continuous yet)
Roads avoid being split by monuments and prefer going around them (until I add monument road connection points)
Fixed bus stops and power substations spawning on top of roads at T and Y intersections