198,737 Commits over 4,140 Days - 2.00cph!
Activity refactored to no longer use enums, definitions are used for categories and types, as well as data mapping (text templates, icons, etc)
wip changing all board static references to instance
Fixed more dodgy terrain triggers
▉▊▇█ ▉▅▋▇ ▋▌▉▍▌ ▋▋▄▆▉ ▅▊▌▉
▋█▉▋▆▇ █▇█▄ ▄▊▍▌▍▌ ▋▆▇▍ ▊▄▆▅▇▊▊▋▌▅▆▄ ▅▌▊ ▄▋▅▋▄▊ ▅▆▋▇▆▌▍▋
! ▆▄▋▇▆▍ ▊▅▇▇ ▉▊▊▉▇▌▍█ ▄▆▍▄▉▉▆▇▉▌▉▌ ▅▋▋ ▄▉▅█▊▌▍ ▍▌█▋▅
! █▍▉▍▌▇▋ ▋▊▋▅█▅ ▅▍█▌▊▉▆ ▋▌▉▍▅▇
Player progression rework.
Destroy entities that go out of bounds
Testbox nospawns setup for tree cutting
TimeManager.SetTimeScale never sets fixedDeltaTime to 0
Include item info in ToString() of world items
Fixed Group+Callbacks NRE
Merging Group/Tribe and Player cleanup from base_project
Player no longer explicitly owns a Tribe, instead references IGroup
Various Group/Tribe cleanup
SceneLoader stripped down
Added Tools/Find/Asset Memory Usage
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
planters models/prefabs wip dressing
level backup
Improved vertex lighting correction + touched relevant shaders
Tweaked rotor materials and plane trail to proper values
backup before I break the hands
Fixing readable flag on driftwood clutter meshes
Central mission manager work. Payphone mission lists expire and update, with missions changing every few hours.
couple more pavement pieces to play with