192,973 Commits over 4,049 Days - 1.99cph!
Removed PersistentPerson from the base Character and put it into PlayableCharacter only. If we want persistent data on basic NPCs we can change it back, but for now just having a persistent entity for player characters is simpler.
Attempting to fix the buildings pushing units underground bug:
-Building placement now grabs a list of nav mesh obstacles and does box overlap checks to find any units that are in the affected space of a building
-Once the building is placed the affected units are then moved away from the building until they are in unaffected space
-Also added a position_unit console command that positions the selected unit at the current cursor position
Merged in the latest from Main
Node graphs only allow window drag/resizing at 1x zoom
Only move player when grounded
Rename the user manager back to the old name
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culling.env enabled by default (player testing)
reduced lodcomp occludee min visible time
more lightweight culling debug
water rendering profiler sample
Optimized TAA fast path in PostProcessLayer.OnPreCull
night fog elimination via climate settings
removed random spaces I left behind
Upkeep timer is saved / loaded (restores purchased upkeep time when restarting server, makes very little difference though)
Upkeep also scales with decay.scale convar (easier testing)
random number feeding into colour lerp value
fixed incorrect spinner wheel gibs material path import
_ColorLerp in shader (should be between 0 and 1)
Fixed node resizing in progression designer
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Zoomable progression designer & AI designer
AI can catch player, resets position for now
Added contract in/out animations (not implemented yet) added temp music (missing from other commit)
Removed interaction Ids from unlocks (can still be used to unlock, but not unlockable)
Progression designer progress
Deleted some old unlocks (rock smash, tree felling)
automerge from groups should deal with objects having modifiers now
Added AI prefab
Moved pause to gamemode