12,530 Commits over 4,048 Days - 0.13cph!
Fixed deployable guides showing up as blue inside non-authorized cupboard range
Fixed landmine and beartrap being placeable in radtowns and monument nobuild zones
Fixed being able to place multiple beartraps inside each other
Moved LookRotationForcedUp and LookRotationGradient to QuaternionEx
Don't enforce population limits on corn and pumpkins
Animals drop 50% of the cloth value they used to drop
Don't check player.net.connection in debugplayer
All hide armor requires leather
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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