249,450 Commits over 3,959 Days - 2.63cph!
Refactor all the editor things
Effects and Needs are not functional, still some cleanup on the Editor side to do before re-making all the tirggers and conditions
Research table pivot point fix, also updated prefab volumes, which were wrong after the offset was made.
Arid biome tweaks to make it easier to spot
added appropriate nobuild areas for merge
Fixed skins not showing in front page inventory
Large refinery files ~ model/lods, mats, collisions, gibs aaaand prefab
Temperate beachside trees
oil crater implementation
oil/ore is binary for deposits
Added charge shot property to shader
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
FileStorage changes for bawng
Don't let wind generator be researched/found
Updated phrases
- Capture missions now check for completion
Measurement property drawer
- More capture objective work
Fixed some autospawn bundle paths
Updated image storage, less greedy, sqlite db
Updated image storage, less greedy, sqlite db
Toptier door hatch collider and visibility state
- Capture locations can now be captured
- Made whitebox prefab for Capture location object
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
smartobject_test topology fix
- Started new Capture mission type
fixed door superjump exploit
merge from main/newmeleesounds
First pass at sounds for all the newer melee weapons
can unload ammo from weapons
fixed supply drop contents
map is default blueprint