200,807 Commits over 4,171 Days - 2.01cph!
session kill cleanup, unload zones after entity destruction
overlays no longer visible in third person (scope/helmet)
fixed missing ref on planters
manifest/prefab spam
BiomeMaterialObject lazy init
BiomeMaterialObject no longer exec in edit mode
removed animator.setFloat call from BuildingView (obselete and causing warning spam)
cleaned up TerritoryLocationSelectorSettings caching
Updated speedtree shaders
Updated motion vectors shader
Updated standard cgincs
fixed geiger counter pose
made geiger counter rod folow the left hand
Influence/drug sell zone work. Moved building influence zone stuff into a separate class
Fixed image layer NRE when composite isn't available
Fixed deferred mesh decals
Items in a container (backpack) will now appear in the radial menu
Added back shaderwarmup for editor only + shader variant collection
Moving things around. Things not working at the moment but at least there aren't any compile errors. Removed gang ownership of drug sell zones since they're now associated with ownership of buildings; it's always in the history if we want it back.
Fix for main menu news img displaying incorrect since Unity 2017 update
consolidated WorldManager back into a single class as partials were pretty useless
moved zone loading out of WorldManager and into Session (was I drunk?)
Refactored zone functionality into ZoneComponent, away from messy partials
Added CameraParticles component to mange particle FX (was previously handled by zone weather code)
nuked un-used biomes and saved scenes with ZoneBiome component referencing the Temperate biome
Removed editor shader warmup (see comment)
Stripped shadervariants asset
Fixed ZoneSeasons not updating, nixed virtual update crap
Fixed UIScreen.SetActiveRoutine changing canvas .enabled too early
testbox is valid scene for solo and washed up gamemodes
enabled tribe start in testbox
Supermarket products finished textures
Fixed Session trying select a unit when there's no units in the player.Group
let's not be too literal about nospawns
Cleaner seperation of server and client in ai code.
No nested coroutines in navmesh grid generation.
New convars to control navmesh grid generation (cell size and height).
Fixed supermarket products LOD issues
Fixed menu scene not having correct lighting when quitting to menu while the player camera is viewing an interior space (caves)