196,880 Commits over 4,110 Days - 2.00cph!
Fixed BiomeMaterialObject onEnable fucking everything
block animal from using attack root motion if allready attacking root motion
Human/Shelter goal plans inherit goal score
Hatchets and pickaxe - Updated to latest rig, added arms, clean exports, rebuilt prefabs
Fixed various delayed inits
Fixed LOD warnings in workshop item viewer
Removed legacy functionality from GameManager
Re-enabled lowercase conversion warning when creating prefabs (standalone)
Another UI fix introduced in 2017 Unity update
Fixed menu scene not having correct lighting when quitting to menu while the player camera is viewing an interior space (caves)
Fixed supermarket products LOD issues
Cleaner seperation of server and client in ai code.
No nested coroutines in navmesh grid generation.
New convars to control navmesh grid generation (cell size and height).
let's not be too literal about nospawns
Fixed Session trying select a unit when there's no units in the player.Group
Supermarket products finished textures
enabled tribe start in testbox
testbox is valid scene for solo and washed up gamemodes
Fixed UIScreen.SetActiveRoutine changing canvas .enabled too early
Fixed ZoneSeasons not updating, nixed virtual update crap
Stripped shadervariants asset
Removed editor shader warmup (see comment)
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?)
Fix for main menu news img displaying incorrect since Unity 2017 update
Moving things around. Things not working at the moment but at least there aren't any compile errors. Removed gang ownership of drug sell zones since they're now associated with ownership of buildings; it's always in the history if we want it back.
Added back shaderwarmup for editor only + shader variant collection
Items in a container (backpack) will now appear in the radial menu
Fixed deferred mesh decals
Fixed image layer NRE when composite isn't available
Influence/drug sell zone work. Moved building influence zone stuff into a separate class
fixed geiger counter pose
made geiger counter rod folow the left hand
Updated speedtree shaders
Updated motion vectors shader
Updated standard cgincs