194,217 Commits over 4,079 Days - 1.98cph!
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
fixed starting game from zone scene in editor
hide first save hitch during game state transition coroutine at end of Session.StartNew
Campfire interactions data fix
TerritoryLocationSelectorSettings cache init fix
more session cleanup
delay entity bounds check until after OnGameReady
Updated supermarket prefab
Supermarket junk colliders
Added GameManager.OnWorldReady event for deferred initialization of anything that needs game world to be er... ready!
UnitRaceDefinition now holds TOD cycle & atmosphere parameters for tribe create screen
Refactored a bunch of Session stuff so that we load tribe create before world init
Fixed grass meshes sometimes reaching onto other splats
Don't cache map in editor
ApplyTerrainAnchorsNew is now the default