Improved unit tracking and HUD readability, alongside better vehicle driving and collision avoidance.
Unit type icons now appear when zooming far out, making it easier to see what enemy types are where.
Icons of the same unit type merge into larger grouped icons when close together.
Replaced the old unit icons with a new, simpler set designed specifically for HUD use. The new icons are also packed into a shared texture atlas for better performance and smaller file size.
Unit tracking boxes now fade out when zooming far out, keeping the new unit icons clear and readable.
Objective markers are smaller to reduce HUD clutter and conflicts with unit tracking icons.
Removed water kill zones for vehicles. Vehicles that enter water now attempt to drive out or, if necessary, teleport back out. Accidental water deaths were more frustrating than useful. Water hazards may return later once vehicle navigation around water is more reliable.
Improved vehicle driving, especially turning confidence and behavior around obstacles such as trees.
Improved vehicle collision avoidance. Stationary vehicles are now treated as fully blocked paths, while nearby moving vehicles are considered together when determining how to navigate around traffic.
Reworked unit tracking box rendering. Much of the work has moved from the CPU to the GPU, improving performance when many tracked units are visible.
Tracking boxes are now rendered procedurally instead of using UI textures, making the system more flexible for future HUD changes. Their appearance has changed slightly as a result.