193,454 Commits over 4,079 Days - 1.98cph!
NPCs detect nearby doors (but don't yet act on the knowledge)
added ai_vehicle_1 to scene and max
experimented with tiling texture, looks bad
made dirt walls and dirt hex walls much nicer. cleaned up some hexes and fixed some holes
added flipped Y roads for hexes, (25 and 26)
added actual ironsights to the double shotgun (so it's easier to aim)
made the glass particles fadeout a bit smoother
Misc DM cleanup, fixed building construction state item requirement check not returning false for buildings when built from code
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Fixed player commands not all calling the correct execution method on the controller
tweaked the glass impact effects (some shards stay on ground)
Added AudioSnapshotZone back using the new simplified system.
Fixed tribe tracker not showing the correct names
More unit detail view stuff
Starting to consume web api
Restored post
Null check tribe in PlayerProgression init
Tutorial persistence (might not work yet)
Separate camera for detail view portrait rendering, various UI fuckery
PlayerProgression uses tribe creation callback, don't call load in Init
fixes to some world models
Fixed collider lookup table on batched colliders
Updated high external wall occluder meshes
Added occluders to high external walls
Added occluder material to batch-unite all occluders
CraggyIsland foliage test
Moved displacement sampling to common foliage shader include
Added temporary displacement to foliage shader
Overgrowth material uses foliage shader
Mesh batching includes vertex color data
RTSCamera persistence tidy up
Added hiz culling to npcs
RTSCamera now loads in the correct position.
rug world model physics adjustments
Detail view shows effects, moved effect listing stuff to a EffectsList component now used by other widgets
LayoutLerp now uses unscaledDeltaTime
Misc shader fixes/cleanups
Merged shader changes from main
Fixed water rendering
Fixed deferred mesh decal rendering