199,679 Commits over 4,140 Days - 2.01cph!
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More general loot stuff WIP.
Better loot quality bias for stuff deep inside radtowns, vs stuff that is simply sitting on their surface.
Worked a few ultra rare elite crate spawns into relevant high risk places.
Probable fix for if BaseFollowPathState starts running before nav data
Monument AI conversion tool now replaces old bandit guard prefabs with the new one.
Manifest.
new bandit guard prefab, setup, starting point AI design/config.
Loot/Trigger/Rad/etc pass backup.
Small terrain fixes.
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camper module - adding gibs/setup, fix collider conditional, setting physic material definition
Don't render motion vectors if they aren't needed.
merge from loot_container_size
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Hide Pee Pee 9000 on the map
Add click events with handler
Use EscapeRichText for player names (not related to this branch)
Update protobuf code generator to support copying repeated fields