201,593 Commits over 4,171 Days - 2.01cph!
Killing random loose mats
Rebaked island002/003/greenbox and added TribeSpawn topology areas
Removed "parameter" based creation of triggers, conditions and attribute modifiers
Shifting Before Editor to a better nested/inline editors approach (most Effects will not work for now)
Removing some debug from BeforeEditorLayout, cc maurizio (if it's working, please kill debug logs)
explosions damage deployables
explosions use line of sight
can unload ammo from weapons
fixed supply drop contents
map is default blueprint
First pass at sounds for all the newer melee weapons
merge from main/newmeleesounds
fixed door superjump exploit
- Started new Capture mission type
smartobject_test topology fix
Added building topology
Added some noise to all monument and radtown terrains
Added building topology to terrain painting
Don't spawn trees on building topology
Added MonumentInfo to all monuments
Removed deprecated assets
Prefab active state auto-changes
- Capture locations can now be captured
- Made whitebox prefab for Capture location object
Toptier door hatch collider and visibility state
Updated image storage, less greedy, sqlite db
Updated image storage, less greedy, sqlite db
Fixed some autospawn bundle paths
- More capture objective work
Measurement property drawer
- Capture missions now check for completion
Don't let wind generator be researched/found
Updated phrases
FileStorage changes for bawng
Fixed small_refinery_static prefab ID in the sphere tank scene
Moved small_refinery_static mesh to the deployed layer
Palms are only on arid beaches
Added charge shot property to shader
oil crater implementation
oil/ore is binary for deposits
Temperate beachside trees
Large refinery files ~ model/lods, mats, collisions, gibs aaaand prefab
Fixed skins not showing in front page inventory
added appropriate nobuild areas for merge
Arid biome tweaks to make it easier to spot
Research table pivot point fix, also updated prefab volumes, which were wrong after the offset was made.