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- Day/night system: the
ACityGenTimeOfDay actor drives the sun, an optional moon, post-process exposure and Sky Light recapture from a single clock. Forward shading priority is pinned so the sun and moon never swap as the primary light. A Preview In Editor button shows the lighting for any time without entering Play.
- Night illumination: a Material Parameter Collection scalar,
Illuminate, ramps from 0 to 1 and back across the lit window (17:00 to 07:00 by default, set with HoursBeforeSunset and HoursAfterSunrise), with a 30-minute fade at each end. Building windows, lamp post bulbs and ground light-spill decals all read it.
- Distance fog: an Exponential Height Fog tuned into the demo map, for depth and to hide LOD popping.
- Demolish hover preview: a translucent red box shows exactly which building a click will remove.
- Spatial dezone on demolish: demolishing a building clears every zone cell whose centre lies inside its footprint, for hand-placed and zone-spawned buildings alike. This replaces the previous path, which only handled zone-spawned buildings.
- Auto-clear buildings under new roads: confirming a road removes any building the road draws through.
- Zone painting blocked on bridges: the brush skips bridge sections. Erasing still works there, so older paint can be cleared.
- Sidewalks: kerbed spline-mesh strips on both sides of each ground tile, with width, kerb height and edge offset settings. They follow the road’s grade and tuck under crossing roads. Off by default; set a Sidewalk Material on the road asset to turn them on.
- Roadside prop zone filter: per-prop toggles for dezoned, residential, commercial and industrial land.
- Carve-aware prop placement: props take their height from the rendered road bed, fall back to the carved terrain height when a trace misses, and are never placed inside another road’s corridor.
- Crossing tuck: where two roads cross mid-segment, the older road drops so the newer road renders on top.
- Footprint-aware building height: placement height is the highest of nine samples across the rotated footprint. Saves made before 1.2 correct their building heights when loaded.
- Zoom-safe cursor and clicks: Road, Demolish and Zone modes work at full RTS zoom-out.
- Deferred restore on load: buildings, props and bridge pillars wait until the terrain chunks have finished carving.
- Saved-road width refresh:
HalfWidth and BlendRadius are re-read from the road asset when a save is loaded.
CityGen.RebuildProps console command, to re-place props without reloading.
- Linear road grade: roads change height linearly between clicks, so the road mesh and the flattened terrain bed match exactly.
- Junction tuck: at a T-junction, the connecting road tucks under the main road by Junction Tuck Depth (20 cm by default).
- Roadside props: a Road Props list on the road asset for pylons, lamp posts, signs, rails and more, with per-prop bridge and non-bridge filters.
bExtendToGround turns any upright post mesh into a pylon. DA_Road ships preconfigured with pylons, weight distribution slabs and lamp posts.
- Bridge settings: bridge detection now uses Bridge Gap (200 cm) and Bridge Gap Hysteresis (100 cm) on the road asset.
- Pre-composed building scenes: 5 residential, 5 commercial and 5 industrial plot meshes.
- Virtual Shadow Maps and Distance Field Shadows, for high-quality shadows at any distance.
- Initial release, built on the full WorldGen terrain core.
- Player-drawn road tool with 45° / 90° fixed-angle bends, spline-mesh road rendering and automatic bridges over rivers and valleys.
- Building placement tool with road-aligned grid snap, oriented-box collision, slope-aware refusal, mesh variants and random height variation, all kept in the save.
- Zoning with weighted random auto-fill, origin-cell tracking (manual buildings survive the eraser), junction-aware cells and dezoning when a zone-spawned building is demolished.
- Demolish mode (X) for buildings and road segments.
- RTS camera pawn with Enhanced Input, zoom-aware pan, automatic pitch and orbit damping.
- HUD API: mode toggles,
EnableZoneMode, DisablePlacementMode and the OnPlacementModeChanged event.
- Save and load (
UCityGenSaveGame) for roads, buildings, zones, building variants and terrain deformation.
- Stream hysteresis with separate View Distance and Release Distance.