+ basic group movement is in, can select multiple units with ctrl
+ selction box coding has begun, shouldn't take too long
+ vehicles will avoid each other, but the failture rate is high and needs optimization (this ability is deactivated in the vid)
+ pathing is now done in blocks, which contains pathfinding only to certain blocks of the map. This opens up the possibility for maps of infinite size.
+ new rendering workflow using Arnold was scrapped, too heavy to render, too unstable and quite frankly didn't want to buy it
+ improved older verision of rendering workflow is nicer, has AO but still lacks self-shadowing.
+ lighter and I will move onto doing tests for rendering out the vehicle headlights, brakelights and turn signals.
+ menu intro track: vocaroo.com/nuhNesTg1WG
+ menu loop track: vocaroo.com/bM9fd1hwwsn
+ chill track: vocaroo.com/iBu133pjhoe
+ tension track: vocaroo.com/cpUX9F29pe3
+ selection box implemented, simple group movement achieved
+ group movement all have the same destination, in future we will have them automatically disperse in a formation
+ vehicle avoidance is still failing quite a bit, getting stuck on hitboxes
+ implementing Box2D so that units will be able to nudge and not get stuck
+ pathing is done in such a way that paths with high density of traffic has greater cost, which will make units automatically path around high-traffic areas.
+ all Stryker variants updated to new rendering workflow.
+ lighting tests for rendering out the vehicle headlights, brakelights and turn signals.
+ three tracks below are all implemented in-game now
+ menu intro track: vocaroo.com/nuhNesTg1WG
+ menu loop track: vocaroo.com/bM9fd1hwwsn
+ chill track: vocaroo.com/iBu133pjhoe
+ tension track: vocaroo.com/cpUX9F29pe3