124,179 Commits over 4,171 Days - 1.24cph!
Fixed wind turbine placement underwater
reflex latency marker option no longer saved
Enabled tinting on potato cliff shaders.
group roam position reserved memory slot, OnPositionMemorySet ai event, more group roam state wip, ui prefabs.
fixed missing open and close sfx on static refinery
Added EnvironmentVolumeTraintunnles.prefab for map makers
Fixed crossbow viewmodel still showing an arrow after the arrow was unloaded via the inventory
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Merge AddDelayBetweenTurns -> CardGames. Will wait until after May's release to merge to Main.
Added demo shots directory to ignore config
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R/W updates for external walls and gates, ladder and triangle hatches and grill
magnet crane prefab update
magnet crane rig update and anims
magnet crane animator update
merge from HDRP_Art_Backport - 699 days
merge into hdrp_art_backport
SE cleared for desert revamp
Added a million recyclers to Bandit camp
Slightly increased bounds on all trees to prevent spawning them too close to each other / overall density should remain the same
Lowered cluster dither on some tree spawn populations
Reduced individual cave count - better even spread of all the different versions
FIxed harbor_2 never spawning
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Smoother terrain blend map for Bandit town
Added water culling necessary script but kept them disabled for now as they are not working as intended in swamps
Update computer station UI textures because they were NPOT so couldn't be compressed
Satelite dish loot spawns appropriate to the tier the monument is generated
Fixed key card respawning inside desk
Fixed loot spawn clipping at warehouse when spawned in t2/t3