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132,998 Commits over 4,293 Days - 1.29cph!

5 Years Ago
Splat fixes & mine stuff
5 Years Ago
Mines final pass WIP
5 Years Ago
Van vehicle files - models/colliders/textures/materials
5 Years Ago
Corridor transition greybox Tunnel entrance greybox
5 Years Ago
Profile GetBestRoamPoint
5 Years Ago
More loot/trigger/miscfixes stuff
5 Years Ago
clear any invokes first in SetUsedBy
5 Years Ago
AIPoint/MovePoint/CoverPoint refactor to eliminate duplicated behaviour.
5 Years Ago
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Add main entity to spawn different terminals
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5 Years Ago
Converted jackhammer textures from core/generic workflow to the specular workflow.
5 Years Ago
Water treatment plant final pass
5 Years Ago
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jackhammer skinnable test
5 Years Ago
Refinery pass
5 Years Ago
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5 Years Ago
Bunker textures/materials tweak -ezmeow
5 Years Ago
Satdish Island pass
5 Years Ago
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5 Years Ago
More fixes, more loot
5 Years Ago
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.
5 Years Ago
Probable fix for if BaseFollowPathState starts running before nav data
5 Years Ago
Monument AI conversion tool now replaces old bandit guard prefabs with the new one. Manifest.
5 Years Ago
new bandit guard prefab, setup, starting point AI design/config.
5 Years Ago
Remaining Site B pass
5 Years Ago
Bandit town test scene
5 Years Ago
Loot/Trigger/Rad/etc pass backup. Small terrain fixes.
5 Years Ago
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5 Years Ago
rename scene