134,410 Commits over 4,444 Days - 1.26cph!
Converted jackhammer textures from core/generic workflow to the specular workflow.
Water treatment plant final pass
jackhammer skinnable test
Bunker textures/materials tweak -ezmeow
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.
camper module - adding gibs/setup, fix collider conditional, setting physic material definition
Don't render motion vectors if they aren't needed.
merge from loot_container_size
Hide Pee Pee 9000 on the map
Add click events with handler
Use EscapeRichText for player names (not related to this branch)
Update protobuf code generator to support copying repeated fields
Big tunnel radtown revamp WIP
Fixed sticky gizmo on another bunker prefab
Deleted old tunnel2 (replaced by road tunnel)
Remaining things for the new northern mountain radtown.
Staircase900 terrain gizmo isn't sticky
Sign font texture tweaked so that it doesn't halo so much.
Added red sign font mat variant.
Gravel spec tweaks to better match roads.
Jumped a bunch of silly hoops to get the modular mine dirt grounds to match our biome tinted terrain dirt ground.
Make following player field set by script only, it shouldn't be exposed on the prefab and defaulted to on since it permanently disables panning
Plumbing shop data through
tweak camper module LOD/health condition panel , glass setup, adding glass fx
New hapis specific tarmac and road decal mats with biome tinting
Road network consistency fixes + related
wip camper module health setup
Tunnel corridors greyboxes and prefabs