10,832 Commits over 3,867 Days - 0.12cph!
Part 2 because Plastic is being a bitch
Increased warehouse monument count to 3
Fixed various monument terrain blending setup issues
All bigger animals give leather instead of cloth
Leather is now required for roadsign / metal armor and the hide poncho
Scene2Prefab preserves prefab active state
Satellite dish research table update
Arid biome tweaks to make it easier to spot
Temperate beachside trees
Palms are only on arid beaches
Moved small_refinery_static mesh to the deployed layer
Fixed small_refinery_static prefab ID in the sphere tank scene
Fixed some autospawn bundle paths
Toptier door hatch collider and visibility state
Prefab active state auto-changes
Removed deprecated assets
Added MonumentInfo to all monuments
Added building topology to terrain painting
Don't spawn trees on building topology
Added building topology
Added some noise to all monument and radtown terrains
Heightmap generation improvements
Fixed toptier door collider offset (this means its mesh will be offset slightly until paroxum fixes the mesh pivot point)
Made terrain normal calculation more accurate
Reduced terrain heightmap memory usage by 50%
FIxed viewmodels switching between running and walking on slopes
Added debugplayer dev console command
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Added input.autocrouch convar (default false)
Enforce crouching if required (for example when waking up under a rock)
Added stuck tests to PlayerMovement scene
Fixed some scenarios that would trap the player in the falling state, resulting in him getting stuck
Made player movement gravity and friction tests more reliable
Fixed locks colliding with player movement (door exploit)
Made lock colliders more accurate
Fixed some door socket mods that were being overly preventative
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Added TextTable class
status and players console commands now use TextTable class to properly align everything
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