Four fixes from the ACME StaticObjectManager cross-reference: 1. GfxObjMesh: normalize vertex normals (1d). Dat normals may not be unit-length; without normalization, lighting is wrong per-vertex. 2. SetupMesh: add third-fallback placement frame (2a). If neither Resting nor Default exists, use the first available frame from PlacementFrames. Matches ACME's GetDefaultPlacementFrame. 3. SceneryGenerator: building cell exclusion (4d). Compute which terrain vertices have buildings (from LandBlockInfo.Objects + Buildings), skip scenery spawns in those cells. Prevents trees from spawning inside building footprints. 4. SceneryGenerator: slope filter (4e). Compute terrain normal Z at each displaced position and check against ObjectDesc.MinSlope / MaxSlope bounds. Prevents trees from spawning on cliff faces. Also confirmed 4f (scenery Z=0) is NOT a bug — GameWindow's hydrator lifts scenery to terrain Z at line 1213. The Z=0 in SceneryGenerator is a placeholder correctly overridden at render time. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com> |
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| .. | ||
| CellMesh.cs | ||
| GfxObjMesh.cs | ||
| GfxObjSubMesh.cs | ||
| MotionResolver.cs | ||
| SetupMesh.cs | ||
| TranslucencyKind.cs | ||