198,677 Commits over 4,140 Days - 2.00cph!
Fixed pink glass cube on craggy's scene
Fixed grass and foliage shaders
client side game timer + display
Fixed bear double spawnable
Fixed shader merge again
Script u5.6 auto-update fixes
Deleted name conflicted files
Turn indicator and turn banner both now show the actual turn. Added util function to convert individual turn to overall turn
Increased burner dmg area from 4->5 tiles
Burner attack is now 1-2 dmg
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Cherry picked batching optimizations from foliage_system branch
FOR FUCK SAKE cleaning useless texture
FOR FUCK SAKE tile highlight shader and texture to work as a flipbook for more state
FOR FUCK SAKE tweak unit texture/color
Door interaction work + character context simplification
NPCs detect nearby doors (but don't yet act on the knowledge)
added ai_vehicle_1 to scene and max
experimented with tiling texture, looks bad
made dirt walls and dirt hex walls much nicer. cleaned up some hexes and fixed some holes
added flipped Y roads for hexes, (25 and 26)
added actual ironsights to the double shotgun (so it's easier to aim)
made the glass particles fadeout a bit smoother
Misc DM cleanup, fixed building construction state item requirement check not returning false for buildings when built from code
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Fixed player commands not all calling the correct execution method on the controller
tweaked the glass impact effects (some shards stay on ground)
Added AudioSnapshotZone back using the new simplified system.
Fixed tribe tracker not showing the correct names
More unit detail view stuff
Starting to consume web api
Restored post
Null check tribe in PlayerProgression init
Tutorial persistence (might not work yet)
Separate camera for detail view portrait rendering, various UI fuckery
PlayerProgression uses tribe creation callback, don't call load in Init
fixes to some world models
Fixed collider lookup table on batched colliders
Updated high external wall occluder meshes
Added occluders to high external walls
Added occluder material to batch-unite all occluders
CraggyIsland foliage test
Moved displacement sampling to common foliage shader include
Added temporary displacement to foliage shader