Fix low-terrain startup and extraction placement; record Workshop 0.0.121
continuous-integration/drone/push Build is passing

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2026-10-25 14:01:49 +01:00
parent 3768ce7ed8
commit 6397fe89b6
18 changed files with 211 additions and 38 deletions
+16
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@@ -131,6 +131,22 @@ without resetting that total budget. The fallback surveys the terrain for a
helicopter landing zone and retains the normal primary/secondary aircraft
clearance and navigation checks.
Extraction pads do not use the camp-only 12 m road exclusion, and their initial
ground survey uses the same 0.8 m height variation limit as the landing-zone
survey. Camp footprints retain their 0.6 m limit and road exclusion. Aircraft
clearance is tested at the centre's actual terrain height, matching pickup
registration, rather than the lowest point sampled across the camp grid.
Water, physical obstacles, guard/patrol ground and navigation, the 28 m landing
footprint, overhead clearance and additional transport-pad checks still apply.
Dry ground is determined from the terrain's actual water surface, not a fixed
world-altitude minimum. Site clearance queries water at every sampled terrain
height instead of testing placeholder candidate heights. Dry terrain below
one metre (including negative map elevations) can qualify; submerged terrain,
invalid heights, excessive slopes and physical obstructions remain rejected.
Site creation, character spawn slots, airfield pads and mortar setup use the
same terrain-height water check, without the 10 cm character spawn lift.
On terrain-generated maps, prison-to-airport separation is 15% of the shorter
world axis, clamped to 200–1,500 m (300 m on a 2 km map). This changes tactical
spacing, not the physical footprint or slope allowance. Original authored Everon