139,362 Commits over 4,474 Days - 1.30cph!

6 Years Ago
AIPoint/MovePoint/CoverPoint refactor to eliminate duplicated behaviour.
6 Years Ago
Add main entity to spawn different terminals
6 Years Ago
Converted jackhammer textures from core/generic workflow to the specular workflow.
6 Years Ago
Water treatment plant final pass
6 Years Ago
jackhammer skinnable test
6 Years Ago
Refinery pass
6 Years Ago
Bunker textures/materials tweak -ezmeow
6 Years Ago
Satdish Island pass
6 Years Ago
More fixes, more loot
6 Years Ago
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.
6 Years Ago
Probable fix for if BaseFollowPathState starts running before nav data
6 Years Ago
Monument AI conversion tool now replaces old bandit guard prefabs with the new one. Manifest.
6 Years Ago
new bandit guard prefab, setup, starting point AI design/config.
6 Years Ago
Remaining Site B pass
6 Years Ago
Bandit town test scene
6 Years Ago
Loot/Trigger/Rad/etc pass backup. Small terrain fixes.
6 Years Ago
rename scene
6 Years Ago
merge from outpost
6 Years Ago
merge from main
6 Years Ago
camper module - adding gibs/setup, fix collider conditional, setting physic material definition
6 Years Ago
Don't render motion vectors if they aren't needed.
6 Years Ago
Merge from main
6 Years Ago
Effect script changes
6 Years Ago
Motion vector fixes
6 Years Ago
merge from loot_container_size
6 Years Ago
network++
6 Years Ago
Progress on UI
6 Years Ago
Hide Pee Pee 9000 on the map
6 Years Ago
Add click events with handler
6 Years Ago
Use EscapeRichText for player names (not related to this branch)
6 Years Ago
Update protobuf code generator to support copying repeated fields
6 Years Ago
Big tunnel radtown revamp WIP
6 Years Ago
Fixed sticky gizmo on another bunker prefab
6 Years Ago
Deleted old tunnel2 (replaced by road tunnel)
6 Years Ago
Remaining things for the new northern mountain radtown.
6 Years Ago
Staircase900 terrain gizmo isn't sticky
6 Years Ago
Sign font texture tweaked so that it doesn't halo so much. Added red sign font mat variant.
6 Years Ago
Gravel spec tweaks to better match roads.
6 Years Ago
Various/scene backup
6 Years Ago
Jumped a bunch of silly hoops to get the modular mine dirt grounds to match our biome tinted terrain dirt ground.
6 Years Ago
Make following player field set by script only, it shouldn't be exposed on the prefab and defaulted to on since it permanently disables panning
6 Years Ago
Plumbing shop data through
6 Years Ago
Prefab setup
6 Years Ago
tweak camper module LOD/health condition panel , glass setup, adding glass fx
6 Years Ago
merge from main
6 Years Ago
New hapis specific tarmac and road decal mats with biome tinting Road network consistency fixes + related
6 Years Ago
Various/backup
6 Years Ago
River spawns WIP
6 Years Ago
Various bugfixes
6 Years Ago
Merge from main