199,294 Commits over 4,140 Days - 2.01cph!
Tweaked road and river splat adjustments
Improved river end detection
Updated river source prefab to better fit the new rivers
horse / chicken ragdolls now have the proper skin as their living counterpart.
Added Parallel.ForEach
Improved river generation
Updated bridge prefab to better fit the new roads and rivers
Experiment: Only spawn the randomly scattered loot barrels on roadsides and around monuments
Tweaked river source spawning
Added airfield to procedural maps
Trees spend less time in dithered state. Rock terrain blend fixes. Road slightly less noisy looking. Scene stuff.
Changed heightmap adjustments to SmoothStep
Removed startup UI because startup UIs are silly. Game starts a new game on first startup, loads existing save if available.
Fixed a couple of UI issues
Added runways and driveways to airfield
Fixed airfield terrain adjustment
Switched paths to cubic hermite splines
* npc_barnacle no longer picks up players in noclip
* weapon_crossbow no longer leaves player zoomed in if dropped or removed
* GitSync
Improved View handling in Species editor
Added some random roadside objects
Sepcies Unit prefab and view creation improvements
Fixed NRE in GroupSpawner
Fixed issue with species prefabs not being created properly
Species unit prefab now sets up all required components properly
Changed prefab naming convention ("." replaces "_")
Biome species list NRE fix
SpeciesSettings.GetViewPrefab NRE/index fix
Actually fixing that method
Moved tonemapper to third party folder
Fixed hardcoded tonemapper asset paths (for a bloody logo nonetheless)
Spawn shared level prefabs in world setup
Made spawn handler per-scene
Moved LOD grid to its own prefab
Initial work on interaction refactor
Added LionEL to anim viewer
Updated Metas
Started anim controller
Fixed mysterious invalid gameobject error (Bear asset needed reimporting with the optimize transforms option...)
Expanded IController and ISelectable implementations
PlayerController replaces PlayerUnitControls, handles interaction for various types (Units/Buildings/Resources) and serves as a base for all selectables
Nuked PlayerUnitControls
Updated GSD/GDS
Ported selection drawing prototype code to PlayerController
Fixed drag rect selection
Merge from interaction refactor
Updated GSD for tribe changes
New Startup/Logo UI for standalone build