200,045 Commits over 4,140 Days - 2.01cph!
Experiment: Meshes in their own asset bundle, viewmodels back to main content bundle
Some sidewalk texture polish, looking more multipurpose, grid alignment on meshes
couple more pavement pieces to play with
Central mission manager work. Payphone mission lists expire and update, with missions changing every few hours.
Fixing readable flag on driftwood clutter meshes
backup before I break the hands
Improved vertex lighting correction + touched relevant shaders
Tweaked rotor materials and plane trail to proper values
planters models/prefabs wip dressing
level backup
Cleaned up camera effects, removed PlayerCameraEffects component
Moved overview map toggle code from Player to the OverviewMapUI class
Ported cycle unit controls to the TribeTracker widget
Ported dynamic shadow distance to a component
Added Tools/Find/Asset Memory Usage
SceneLoader stripped down
Player no longer explicitly owns a Tribe, instead references IGroup
Various Group/Tribe cleanup
Merging Group/Tribe and Player cleanup from base_project
Fixed Group+Callbacks NRE
Include item info in ToString() of world items
Testbox nospawns setup for tree cutting
TimeManager.SetTimeScale never sets fixedDeltaTime to 0
Destroy entities that go out of bounds
Player progression rework.
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Fixed more dodgy terrain triggers
wip changing all board static references to instance
Activity refactored to no longer use enums, definitions are used for categories and types, as well as data mapping (text templates, icons, etc)