198,874 Commits over 4,140 Days - 2.00cph!
AIPoint/MovePoint/CoverPoint refactor to eliminate duplicated behaviour.
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Add main entity to spawn different terminals
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Converted jackhammer textures from core/generic workflow to the specular workflow.
Water treatment plant final pass
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jackhammer skinnable test
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Bunker textures/materials tweak -ezmeow
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Updated ignore.conf for steam srcds related cache things
cherry pick tp_coastal and sound.playurl/file volume fixes
Move r_flushlod commands to map disconnection (from map loading) to fix l4d map crashes in vphysics
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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.
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