199,240 Commits over 4,140 Days - 2.01cph!
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Fixed node resizing in progression designer
_ColorLerp in shader (should be between 0 and 1)
fixed incorrect spinner wheel gibs material path import
random number feeding into colour lerp value
Upkeep timer is saved / loaded (restores purchased upkeep time when restarting server, makes very little difference though)
Upkeep also scales with decay.scale convar (easier testing)
removed random spaces I left behind
night fog elimination via climate settings
Optimized TAA fast path in PostProcessLayer.OnPreCull
water rendering profiler sample
more lightweight culling debug
reduced lodcomp occludee min visible time
culling.env enabled by default (player testing)
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Rename the user manager back to the old name
Only move player when grounded
Node graphs only allow window drag/resizing at 1x zoom
Merged in the latest from Main
Attempting to fix the buildings pushing units underground bug:
-Building placement now grabs a list of nav mesh obstacles and does box overlap checks to find any units that are in the affected space of a building
-Once the building is placed the affected units are then moved away from the building until they are in unaffected space
-Also added a position_unit console command that positions the selected unit at the current cursor position
Removed PersistentPerson from the base Character and put it into PlayableCharacter only. If we want persistent data on basic NPCs we can change it back, but for now just having a persistent entity for player characters is simpler.
Fixed treelod not restoring shadow mode
Fixed bootstrap NRE on aimanager init when missing terrainmeta path
More work on AI behaviour related stuff.
2017.3 proj ver, shader fixes
Editor resets Time.timeScale when exiting playmode
Fixed zoomable area using bad rect
changed shader name and updated refrence in resourceview.cs