A4 was the version that I had tested prior to AF, uploaded for posterity. A5 is the version that was played on April Fools.
yeet
-Significant optimizations to world generation: On average, world generation is now ~4x faster than previously
-World generator now runs once every other round; each team is now given a turn to attack and defend on each generated layout
-Added an Observe teleporter to each team's observation room: Players who enter the teleporter will teleport to a more open area within and directly above the world generation area, where they can move around and observe generation more freely
-Players from both teams will be in the same area, but are immune to damage from each other
-Added a simple percentage progress indicator for world generation to the HUD, based on the current global world generation mode
-As the global mode does not increase at a steady rate, neither will the progress percentage. Regardless, this should provide some indication that things are happening and how close the world generator is to completion
-Blocked doorway textures are now randomized from a provided selection
-This selection includes a number of "rare" textures, which have a significantly reduced probability of generating relative to others
-Added spectator cameras
-Spectator cameras do not generate with the world; their locations are mostly fixed
-The two cameras located in the world generation area rotate with the focus
-Added a 48HU ramp version of the 2x2 diagonal module
-Building generation has been added as a debug/experimental feature
-A building is an individual indoor module that generates within an outdoor area, ontop of/intersecting with terrain. Buildings must be entirely contained within the outdoor area, may align with other doorways and generate outgoing junctions, and will overwrite/delete any terrain modules they overlap.
-This feature is disabled by default, but can be turned on with the cheat command "ent_fire wgen_building_generate setvalue 1" before world generation starts. Even when enabled, building generation is intentionally rare due to the easy potential to cut off all critical paths for a team. This feature has received little official testing and may be buggy and/or highly damaging to the quality of layouts generated, or may even cause fatal world generation errors.
-Reduced the maximum number of indoor modules generated between attempts to generate an outdoor area to 10 (previously 13)
-The number of indoor modules that are generated after setup gates before attempting to generate an outdoor area is now a random number from 1 to 5, biased towards lower values
-Previously it was a 50/50 chance of being either 1, or a random number from 4 to 13
-Doorways which are no more than 1 level away (±48hu vertically) from a control point or Red spawn doorway now have an increased chance of generating a junction (same chance as doorways which are no more than 1 level away from another junction)
-This should help draw world generation towards these landmarks more on the vertical axis
-This was the intended behavior in prior versions, but it wasn't working correctly
-Added team-coloring to the ceiling of Blu's main spawnroom
-Increased the probability of control points generating in outdoor areas
-Significantly increased odds of doorways generating during terrain generation
-This should result in a significant increase in the odds of outgoing junctions facing the focus after terrain generation, as well as a slight increase in the number and likelihood of outgoing junctions generating from outdoor areas overall
-Outdoor areas are no longer allowed to generate after Red's spawn has generated
-Slightly reduced the probability of flat terrain modules generating
-This should produce more height-varied outdoor areas
-The first terrain module that generates in an outdoor area is guaranteed to be a flat module
-This should significantly reduce the probability of deathpits generating around the origin doorway
-If wgen_start_auto is turned off, players are no longer automatically moved into the generated world after world generation finishes
-Increased setup time to 65 seconds (previously 60)
-The 1x1 (256HUx256HU) curve module no longer generates as part of standard world generation
-This module is frequently responsible for dead-ends due to its shape, making it highly likely to align with a doorway in the pathway it is generating from, and not having any other doorways to generate junctions when this scenario occurs. Layout-wise, it is identical to the 1x1 4-way module with 2 adjacent doorways blocked.
-The module can be re-added to generation with the cheat command "ent_fire templ_module_1x1curve fireuser1"
-The minimum distance between control point 2 and Red spawn('s origin doorway) has been increased to 768HU (previously 512HU)
-Flat terrain modules are now less likely to generate in ravines (now 1/6 chance, previously 2/7)
-The world generation initialization period has been shortened to 5 seconds (previously 10)
-The maximum number of modules that can generate as part of Blu's spawn has been reduced to 4 (previously 5, does not include the actual Blu spawn module)
-Blocked Blu spawn doorways can now link up with other doorways within and outside of Blu's spawn
-When a blocked Blu spawn doorway links up with a doorway outside of Blu's spawn, a setup gate will generate in its place
-Overhauled pickup generation system
-Blocked junctions are now guaranteed to generate a pickup when not within Blu's spawn
-This was implemented so that even if a pathway dead-ends, it may still serve some purpose
-Reduced the probability of large health/ammo pickups generating
-The prior limit of 2 large packs of each type still applies
-The maximum number of junctions that outdoor areas can generate has been increased to 3
-This does not include catwalk starter staircases
-Aligned doorways are less likely to prevent junctions from generating in the same module
-This should reduce the odds of dead-ends as a result of a pathway looping on itself, or from two pathways coming together
-Modules can no longer generate within 48HU above a catwalk module, except for the catwalk gap module
-Landmark proximity testing is now done along the focus axis
-Previously it was measured as an absolute distance
-This should result in more linear world generation, and result in greater pathway convergence around the control points
-Backend improvements to the wall doorway replacement logic
-The unidirectional wall doorway replacement templates have been replaced with a single bidirectional wall doorway replacement template
-BUG: On rare cases, this may cause multiple walls to overlap and z-fight with one another
-Fixed an issue where wall doorway replacements would sometimes not spawn to replace the walls that they deleted
-Replaced most flat catwalk modules with a singular module that extends "branches" only in the directions in which it has links
-This should make catwalk generation cleaner
-The side of Blu's spawn that world generation starts on is now randomized (previously world generation always started on the right)
-Reduced the maximum length of outdoor areas from 6 module lengths to 5 (1536HU to 1280HU)
-When one team accumulates enough votes to skip, or drops below the threshold of votes to skip, all players are notified via an on-screen text message
-The glow color of the control points has been changed to Red to reflect their team ownership
-The width of catwalk starting/ending staircases has been reduced by 32hu
-This should make it easier for players to navigate past these staircases in tight areas
-There is now a maximum of 2 catwalk starter staircases that can generate in each outdoor area
-The space required above the catwalk gap module has been increased to ensure players have enough vertical space to jump the gap
-Fixed stickybombs and jars not sticking to the wall that generated above an outdoor area's origin doorway
-Fixed players being able to damage (and potentially destroy) world entities with physics damage from stickybombs and jars during world generation
-Fixed sometimes visible nodraw on certain entities related to outdoor areas
-Fixed Red's spawn being able to generate overlapping the vertical world border
-Fixed a bug where players who voted to skip a layout would continue to be flagged as already having voted after the next layout generates, but their vote would not be counted
-Fixed a bug where pickups might not get deleted if the module they generated in was invalidated, resulting in misplaced/floating pickups
-Fixed the tf_gamerules not recognizing team roles
-Fixed terrain modules being able to generate closer to the world border ceiling than indoor modules are able to generate
-Previously, this could cause outdoor areas to generate as dead-ends, as no outgoing junctions would be able to generate at that height
-Fixed various bugs where outdoor areas could overlap each other
-This should also fix some rare larger issues caused by this, such as "terrain leaks" where terrain could continue to generate outside the intended area and cause a world edict overflow
-Fixed the world edict count not updating to count outdoor walls and terrain modules
-Fixed certain rare scenarios where the world generator would freeze without triggering a "not responding" warning/error
-Fixed a bug where world generation would abruptly freeze after generating an outdoor area
-Fixed catwalks sometimes blocking ravines from generating properly
-Fixed the vote to skip tally not properly updating when a player leaves the game or switches team
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