10,550 Commits over 4,324 Days - 0.10cph!
Improved readability of the F2 menu FPS counter and dev toggles
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Added TextTable class
status and players console commands now use TextTable class to properly align everything
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Fixed some door socket mods that were being overly preventative
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
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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