198,617 Commits over 4,140 Days - 2.00cph!
Made the exploration grid work properly.
Fixed grid rect constructor
Added trophy to truck icon
Fixed keyboard + menu widget icon map transitions
Various Player semantics cleanup (refer to Tribe as Group)
WIP clouds of war texture padding stuf
- Added console command for immunity
- Controller of drug zone is replicated
- Drug zone serialization working
Water no longer spawns a world model when dropped out of its item container
Grabber anim setup so it plays shoot anim properly
Updated racebar to use avatar trucks
InfluenceAndTerritory only creates exploration grid with extra padding when the group is the player tribe
Fixed shader compile error
more logging to show which units are being outside the grid
Fixed show texel density foliage out of sync
Fixed texel density sampling noise
Added texel density support to a few more shaders
added cutscene skipping to starting a session from an existing zone
Added method to update all entity grid positions, called at end of Session.StartNew and .Load
TerrainMap.ForEachParallel fix
TerritoryLocationSelector now catches invalid grid positions
Added "Is Player Controlled" to the entity info debug panel display
Delay initial entity grid position update until game is ready and in Playing state
More helpful Grid warning
WIP exploration grid padding
AC Units / Final textures/ COL/LODs/Prefabs
Disabled shadow casters on grabber line renderers
Added reference/helper overlay for texture density visualization
prefabs, additional small desk
More resource and item stuff.
Icons.
Resource and gathering stuff
Fix NRE with CharacterMotor ref
Get in trouble for hurting characters
Fixed knowledge overlay widgets staying visible for items that are equipped while the knowledge overlay is active
Finally fixed rotation logic on objects, there's no longer a deadzone when the mouse is close to the origin of the object
Improved building rotation placement logic
-reduced deadzone when mouse is hovering over centre of a unit (was 1 unit, now 0.1)
-added more plane fallbacks to account for mousing over skybox and weird camera angles when rotating objects
A bunch of refactoring etc re character health