199,901 Commits over 4,140 Days - 2.01cph!
prefabs, additional small desk
Added reference/helper overlay for texture density visualization
Disabled shadow casters on grabber line renderers
AC Units / Final textures/ COL/LODs/Prefabs
WIP exploration grid padding
More helpful Grid warning
Delay initial entity grid position update until game is ready and in Playing state
Added "Is Player Controlled" to the entity info debug panel display
TerritoryLocationSelector now catches invalid grid positions
TerrainMap.ForEachParallel fix
Added method to update all entity grid positions, called at end of Session.StartNew and .Load
added cutscene skipping to starting a session from an existing zone
Fixed show texel density foliage out of sync
Fixed texel density sampling noise
Added texel density support to a few more shaders
more logging to show which units are being outside the grid
Fixed shader compile error
InfluenceAndTerritory only creates exploration grid with extra padding when the group is the player tribe
Updated racebar to use avatar trucks
Grabber anim setup so it plays shoot anim properly
Water no longer spawns a world model when dropped out of its item container
- Added console command for immunity
- Controller of drug zone is replicated
- Drug zone serialization working
Various Player semantics cleanup (refer to Tribe as Group)
WIP clouds of war texture padding stuf
Fixed keyboard + menu widget icon map transitions
Added trophy to truck icon
Made the exploration grid work properly.
Fixed grid rect constructor
added some notifications when sales are made.
Fixed Player.CreateGroup not passing controller
Exploration grid should only be padded for player tribe
Integration of cover system (wip).
Added terrain shader support to texel density visualization
Map screen POI boilerplate
Fixed map transition pausing/unpausing the game during camera movement
Make sure load in background is enabled for all NPC sounds
Squad.GenerateRandom() now takes a board parameter and uses the spawn locations from it to randomise the unit positions as well now.
AI squads now use random positioning too.