branchrust_reboot/main/hapis_rescuecancel
267 Commits over 122 Days - 0.09cph!
Remaining stuff for mergability
Organizing remaining statics WIP
Finished ruining my wrist by splatting around all the new roads.
Quick fix simply commenting out all the vehicle-related compile errors related to the merge from Main in #
57891. Next month when there's more time I'll subtract this and clean up the tangle it's got into properly.
More loot/trigger/miscfixes stuff
Water treatment plant final pass
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.
Loot/Trigger/Rad/etc pass backup.
Small terrain fixes.
▍▋▋█/▍▉█▆/▊▊▌▇ ▅▊▇ ▅▅▉ ▅▍█ ▋▆▅▍ ▉▊▉▇▄▊ (▋▍▊ ▊▆▅▆ ▊)
▌▌▍▊▋▍▇▊▆ ▋▍▆▉ ▉█▇▌▌▇█ ▌▅▊▋ ▇▅█▋▍▆▊ ▊▅ ▍▅▄▌▌▄▆▍▄▋/▌▊▋▆▍
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.
New hapis specific tarmac and road decal mats with biome tinting
Road network consistency fixes + related
▌▍▅▇▍ ▉▊▉▌▉ ▉▌▇▊▊▌▇▉▆█▄▇▆▇▄▌▉▉ ▋▌█▄█ ▌▌▅▇