125,251 Commits over 4,171 Days - 1.25cph!
autoturrets target non-authed playerowned drones (ignore non-controlled drones like market drones)
- gave drones proper vehicled detailed collision and AI collider for turret targetting
Removed collision from tiny tarp D. Replaced shovel and water catcher props with static versions. Added environment volumes to farm barge (not working currently). Static versions of vinyl crates.
player-controlled drones targetable by SAMs
Setup for other monument types
Reverted changes to skydome's TOD_sky night settings
moved drop input response so it's reliable
Merge from underwater_lab_windows_fix
Merge from render_pipeline_testing
Updated Spinning Radar Prop Textures
Applied Boat block type to remaining boat blocks
Small oilrig no longer spawns in T0
merge from monument_shuffle
merge from monument_shuffle
merge from stringpool_warnings_investigation
junkyard building block changed to sphere
No loot location changes
If monument spawns in T1, spawns better loot compared than T0
S2P
Satelite dish minior loot suffle
Changed prevent building zone to sphere
Switched all crate spawns to tier loot (better loot if monument in T1 and T2)
S2P
merge from drone_storage_slot
don't let market drones brick the server with bad entityref access
S2P radtown_small_3
Minior spawn location changes
shuffled loot locations of train yard
Fixed max population exceeding spawn points - meaning loot rarely spawned inside each other
Added more loot spawn positions
S2P
shuffled locations of water treatment plant loot
Moved diesel behind puzzle
S2P
Add new BlockType to ConstructionSocket with Building/Boat options, defaults to Building.
ConstructionSocket.IsCompatible checks block type matches so building and boat blocks can no longer be connected.
tweaked shote_crate filters
merge from /meta_shift/monument_loot_shuffle
merge from fix_vitals_sorting
merge from vehicle_damage_stat_display
merge from marker_teleport
merge from sleeping_bag_shadows
merge from optimize_flashlights
merge from codelockedhackablecrate_modded_prefabs
merge from Wildlife_Cull_JungleAnimals
merge from decay_scale_ui_fix
Terrain material improvements.
Prefab scaling changes vs desert variant.