199,544 Commits over 4,140 Days - 2.01cph!
Restored post
Null check tribe in PlayerProgression init
Starting to consume web api
More unit detail view stuff
Fixed tribe tracker not showing the correct names
Added AudioSnapshotZone back using the new simplified system.
tweaked the glass impact effects (some shards stay on ground)
Fixed player commands not all calling the correct execution method on the controller
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Misc DM cleanup, fixed building construction state item requirement check not returning false for buildings when built from code
added actual ironsights to the double shotgun (so it's easier to aim)
made the glass particles fadeout a bit smoother
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)
experimented with tiling texture, looks bad
added ai_vehicle_1 to scene and max
NPCs detect nearby doors (but don't yet act on the knowledge)
Door interaction work + character context simplification
FOR FUCK SAKE tile highlight shader and texture to work as a flipbook for more state
FOR FUCK SAKE tweak unit texture/color
FOR FUCK SAKE cleaning useless texture
Cherry picked batching optimizations from foliage_system branch
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Burner attack is now 1-2 dmg
Increased burner dmg area from 4->5 tiles
Turn indicator and turn banner both now show the actual turn. Added util function to convert individual turn to overall turn
Fixed shader merge again
Script u5.6 auto-update fixes
Deleted name conflicted files
Fixed bear double spawnable
client side game timer + display
Fixed pink glass cube on craggy's scene
Fixed grass and foliage shaders
Dispenser summaries and tidy up.
Fixed collider batching issue
Changed some attack stuff to take a game instance reference, not a board
Ai stop sleeping when being attacked