197,427 Commits over 4,110 Days - 2.00cph!
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Player progression rework.
Destroy entities that go out of bounds
Testbox nospawns setup for tree cutting
TimeManager.SetTimeScale never sets fixedDeltaTime to 0
Include item info in ToString() of world items
Fixed Group+Callbacks NRE
Merging Group/Tribe and Player cleanup from base_project
Player no longer explicitly owns a Tribe, instead references IGroup
Various Group/Tribe cleanup
SceneLoader stripped down
Added Tools/Find/Asset Memory Usage
Cleaned up camera effects, removed PlayerCameraEffects component
Moved overview map toggle code from Player to the OverviewMapUI class
Ported cycle unit controls to the TribeTracker widget
Ported dynamic shadow distance to a component
planters models/prefabs wip dressing
level backup
Improved vertex lighting correction + touched relevant shaders
Tweaked rotor materials and plane trail to proper values
backup before I break the hands
Fixing readable flag on driftwood clutter meshes
Central mission manager work. Payphone mission lists expire and update, with missions changing every few hours.
couple more pavement pieces to play with
Some sidewalk texture polish, looking more multipurpose, grid alignment on meshes
Experiment: Meshes in their own asset bundle, viewmodels back to main content bundle
Better way to handle phone numbers for missions. Global list, guaranteed unique + out of range protection. Still need to integrate with payphones.
- WorldTimeManager init order fix. Previously when in editor, two WorldTimeManagers would get created, breaking things. Also added protection against this.
- WorldTimeManager repeating schedule fix. Sometimes events were getting rescheduled such that they'd be scheduled for the same day by mistake, ending up in the past and never triggered.
- WorldTimeManager removed check every update for expired events, instead preventing events from being created in the past in the first place. Events that fire are removed, so none end up in the past.