19,298 Commits over 1,614 Days - 0.50cph!
Fixed UIScreen.SetActiveRoutine changing canvas .enabled too early
Fixed ZoneSeasons not updating, nixed virtual update crap
nuked un-used biomes and saved scenes with ZoneBiome component referencing the Temperate biome
Refactored zone functionality into ZoneComponent, away from messy partials
Added CameraParticles component to mange particle FX (was previously handled by zone weather code)
consolidated WorldManager back into a single class as partials were pretty useless
moved zone loading out of WorldManager and into Session (was I drunk?)
Items in a container (backpack) will now appear in the radial menu
cleaned up TerritoryLocationSelectorSettings caching
removed animator.setFloat call from BuildingView (obselete and causing warning spam)
BiomeMaterialObject no longer exec in edit mode
BiomeMaterialObject lazy init
session kill cleanup, unload zones after entity destruction
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.
fixed starting from editor scene
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
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 no race selected on tribe spawner in nospawns
these were changed whenI looked...