7,247 Commits over 2,953 Days - 0.10cph!
remove jacket as rare armor
rebuild hackable crate loot
merge from meta_shift/monument_shuffle
Small oilrig no longer spawns in T0
merge from monument_shuffle
merge from monument_shuffle
junkyard building block changed to sphere
No loot location changes
If monument spawns in T1, spawns better loot compared than T0
S2P
Satelite dish minior loot suffle
Changed prevent building zone to sphere
Switched all crate spawns to tier loot (better loot if monument in T1 and T2)
S2P
S2P radtown_small_3
Minior spawn location changes
shuffled loot locations of train yard
Fixed max population exceeding spawn points - meaning loot rarely spawned inside each other
Added more loot spawn positions
S2P
shuffled locations of water treatment plant loot
Moved diesel behind puzzle
S2P
tweaked shote_crate filters
merge from /meta_shift/monument_loot_shuffle
merge from fix_vitals_sorting
merge from vehicle_damage_stat_display
merge from marker_teleport
merge from sleeping_bag_shadows
merge from optimize_flashlights
merge from codelockedhackablecrate_modded_prefabs
merge from Wildlife_Cull_JungleAnimals
merge from decay_scale_ui_fix
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reapplying BowWeapon_cleanup
reapplying hopper_corpse_harvest_fix
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reapplying train_disconnect_fix
reapply tutorial_jungle_rock_fix
reapply mixing_item_delete_fix
reapplying improve_rug_pickup
Moved all airfield loot spawns
Diesel moved to puzzle
Monument now respawns loot in higher quanities, more inline with modern monuments
Fixed loot double spawns, meaning 5 extra loot spawns - this how it should have worked but broken since 2018
S2P
subtract
130346 linq_optimisations
Launchsite loot resuffle, majority of loot spawns moved. Some to locations which were rarely explored prior due to lack of loot spawns
spike trap deployment pass
inital spike trap gameplay pass
merge from small spike trap
shore crate now spawns on T0 beach - rare spawn
merge from loot_generation