112,486 Commits over 3,928 Days - 1.19cph!
Fix a bunch more mismatching
Update client server field finder tool to output even when there are no serialized fields found in the type, allows for more accurate messages when comparing
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Improved flow in rahouse large, adding an exit point in the corridor
PlaceCliffs has MinHeight and MaxHeight parameters to specifc terrain altitude range of certain cliff types
Fixed default guide mesh orientation issues after rotating it
checkpoint hut, radtown gate greybox
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Moved GenerateCliffTopology slopeCutoff and splatCutoff to consts at the top of the file
Implemented "force the cliffs to spawn at the highest available Y position"
Fixed "cliff scaling doesn't always obey the min/max values"
Merged main into /electricity_power_fixes/2
ProceduralMapRoad spawns roadside monuments
PlaceMonumentsRoadside fixes & improvements
Removed the unrelated files plastic included in my previous commit for whatever reason.......
merge from mission_improvements_may_24
Moved functional code out of RPCs to facilitate testing, cleanup and naming
Codegen
merge from harbor_build_topology_fixes
Moved the connection/disconnection code out from the WireTool to IOEntity to reduce dependency
merge from electricity_power_fixes/2
merge from editor_loadouts_build_fix
Ensured we don't get into orbit strafes with a parented player
Further revisions to use player references rather than just raw positions
player update mp5 anim set edits and pistol revolver holster position edited
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greatly reduced AO factor on logistics warehouse garage door
generic door frames greybox (now part of a set)
replaced the doorframes on rad buildings prefabs
window frames for radhouse large
merge from animal_ground_range_increase
merge from GetConnectionsWithin_perf_improvement
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merge from tutorial_double_harvest_ping_fix
merge from filterSpectateMapTeamID_default
merge from cui_scrollablecontainers_54
merge from patrol_heli_floor_clip
Scanner mission wip tests
Fix editor exceptions when loading BaseAiBrains in the editor
More mission test setups
Fixed incorrect translation string on the final objective of the kill animals mission from the lumberjack
Fix exception when starting lumberjack mission
Added a DebugWorldPosition component that allows us to test missions that use position generators without needing a proper proc gen
Started making a Mission zoo scene that shows all mission providers with all of the stub content needed to actually run and test the misison, accessible via Scenes/Dev/Mission zoo toolbar option
Added ability for a mission to reward blueprints (tick isBp on the reward item entry)
Added the ability for a mission to not count towards the Mission Accomplished achievement
Enabled this on the tutorial achievements