10,539 Commits over 4,324 Days - 0.10cph!
Added debugplayer dev console command
FIxed viewmodels switching between running and walking on slopes
Made terrain normal calculation more accurate
Reduced terrain heightmap memory usage by 50%
Fixed toptier door collider offset (this means its mesh will be offset slightly until paroxum fixes the mesh pivot point)
Heightmap generation improvements
Added building topology
Added some noise to all monument and radtown terrains
Added building topology to terrain painting
Don't spawn trees on building topology
Added MonumentInfo to all monuments
Removed deprecated assets
Prefab active state auto-changes
Toptier door hatch collider and visibility state
Fixed some autospawn bundle paths
Fixed small_refinery_static prefab ID in the sphere tank scene
Moved small_refinery_static mesh to the deployed layer
Palms are only on arid beaches
Temperate beachside trees
Arid biome tweaks to make it easier to spot
Satellite dish research table update
Scene2Prefab preserves prefab active state
All bigger animals give leather instead of cloth
Leather is now required for roadsign / metal armor and the hide poncho
Increased warehouse monument count to 3
Fixed various monument terrain blending setup issues
Part 2 because Plastic is being a bitch
All hide armor requires leather
Don't check player.net.connection in debugplayer
Animals drop 50% of the cloth value they used to drop
Don't enforce population limits on corn and pumpkins
Moved LookRotationForcedUp and LookRotationGradient to QuaternionEx
Fixed landmine and beartrap being placeable in radtowns and monument nobuild zones
Fixed being able to place multiple beartraps inside each other
Fixed deployable guides showing up as blue inside non-authorized cupboard range
Added world.monuments query to quickly get an overview of all the monuments on a map
TextBuffer splits all input into individual lines