198,685 Commits over 4,140 Days - 2.00cph!
Fixed deferred mesh decals
Fixed image layer NRE when composite isn't available
Influence/drug sell zone work. Moved building influence zone stuff into a separate class
fixed geiger counter pose
made geiger counter rod folow the left hand
Updated speedtree shaders
Updated motion vectors shader
Updated standard cgincs
cleaned up TerritoryLocationSelectorSettings caching
removed animator.setFloat call from BuildingView (obselete and causing warning spam)
BiomeMaterialObject no longer exec in edit mode
BiomeMaterialObject lazy init
overlays no longer visible in third person (scope/helmet)
fixed missing ref on planters
manifest/prefab spam
session kill cleanup, unload zones after entity destruction
Revamping drug sell zones
Clothing edits to match new geometry
Fixed screen space shadows
Moved tonemapping+grading effect back to main camera
more menu scene TOD management, TimeManager state cleanup
nixed race driven tribe create atmospherics, moved to global config
fixed a bunch of shit i broke earlier
Tribe create cancellation breaks session.StartNew
Cleaning up various event listeners
fixes GridManager.IsReady not being reset
entity destruction cleanup
Fixes for estranged groups.
Fixed TribeSpawner OnValidate.
Fix for ServerImage displaying incorrect since Unity update
Refactored the item categories from Rust, even though "Item" is clearly the best item category ever made.
adding missile FX/texture/mat etc
update BaseAttackViewAnimEvents so that the particle is instanced as child of the root of the unit for the FX orientation
update FX offset in unit
adding WIP fx event to launcher
update FX with destroy script
Updated supermarket and gas station terrain anchors and terrain adjustment radius / fade for smoother transition
Fixed some monument prefabs being saved active instead of inactive
added 3rd person animations for holding the camera properly.
fixed the camera materials
tweaked the 3rd person walking animations
Updated microcliff splat and topology modifiers to make their transition look less horrendous
Updated cliff splatting and topology analysis to better preserve existing values (primarily around mountains and cliffs)
geiger counter entity / animations
fixed starting from editor scene
Updated car physics
Added righting flip
Fixed mouse controls
merge from session refactor