134,144 Commits over 4,444 Days - 1.26cph!
Fixed Trainyard green card puzzle bypass
S2P Trainyard
Lowered high end weapons drop rate from APC crate
stricter shotgun trap placement
procmap roads van wreck prefabs
Van vehicle prefab variants
Take a fee per machine ordered from
Add UI indicators for the fee status (unpaid, paid, can't afford)
Update the UI if sell orders change
Move server side flame turret update to a budgeted update
Show notices on the UI when items are added/removed
Quick fix simply commenting out all the vehicle-related compile errors related to the merge from Main in #
57891. Next month when there's more time I'll subtract this and clean up the tangle it's got into properly.
Revert previous Workcart merge
Updated tunnel entrance greybox
Scene updates (added tunnel corridors)
Tunnel station and entrance pefab updates
Initial version of corridor connection between underground train stations and above ground tunnel entrances
Purchasing implementation
Van vehicle files - models/colliders/textures/materials
Corridor transition greybox
Tunnel entrance greybox
More loot/trigger/miscfixes stuff
clear any invokes first in SetUsedBy
AIPoint/MovePoint/CoverPoint refactor to eliminate duplicated behaviour.
Add main entity to spawn different terminals
Converted jackhammer textures from core/generic workflow to the specular workflow.
Water treatment plant final pass
jackhammer skinnable test
Bunker textures/materials tweak -ezmeow
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.