repobeforecancel

19,298 Commits over 1,614 Days - 0.50cph!

11 Years Ago
Seal assets.
11 Years Ago
Spawns now work with the new UnitAsset and GroupAsset settings system.
11 Years Ago
Some cleanup of depracated code related to units and groups (controllers, views and prefabs)
11 Years Ago
Updated TOD. Fresh TOD settings and new LUTs. Some misc asset cleanup.
11 Years Ago
Updated Human and Bear animation controllers with better movement transition values. UnitAnimation component now working. Added some Gizmo icons for Group spawners.
11 Years Ago
Set up UnitAsset, GenderUnitAsset, AgeUnitAsset, GroupAsset and GroupController for all current species.
11 Years Ago
Added BuilderController.cs to the Player Prefab.
11 Years Ago
Updating to latest UI dlls, but something strange is going on in our UI scene... (this was before I updated to latest UI dll too).
11 Years Ago
Added TimeController. Cleaned up scenes (rocks now distributed on Start, file sizes reduced by ~99%)
11 Years Ago
Prevent building selection from going out of scope + some merges.
11 Years Ago
Ok, so this fixes the cycling of building selection.
11 Years Ago
Fixed Wolf collider size and tweaked WolfController transitions.
11 Years Ago
Updated AmplifyMOtion and Color. SO test level with new navmesh (no fix)
11 Years Ago
Hopefully this fixes the compile errors...
11 Years Ago
Another Amplify commit.
11 Years Ago
Commiting arctic scene just to be sure it has no lightmapping data
11 Years Ago
Trying to solve this navmesh issue, but this is starting to smell like a unity bug?
11 Years Ago
Added a NavMesh.SamplePosition to the GroupController spawn routines. Units now correctly spawn on valid navmesh positions. Removed GroundController.
11 Years Ago
GroupController now spawns units properly.
11 Years Ago
Tweaked old U4 terrain shader for seasons testing. Added new test island. Switched project back to DX9.
11 Years Ago
Moved Editor script causing compile error
11 Years Ago
Sure you changed those files Unity. Sure you did.
11 Years Ago
Playing with SeasonManager prototype.
11 Years Ago
SeasonManager updates. Terrain grass texture, trees and snow control working. Detail grass not tinting correctly.
11 Years Ago
Removing some Debug
11 Years Ago
Updated TOD. Removing the RefreshPrototypes() call.
11 Years Ago
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11 Years Ago
A few material and prefab tweaaks.
11 Years Ago
NavAgentMoveRandom has the option of doing random movement in the radius of it's parent or of itself (if parent == null).
11 Years Ago
Highpass grass texture
11 Years Ago
First version of proposed new terrain shader (no snow yet) based on U5 universal shader Mesh blend shader to go with new terrain shader; also universal Support scripts for terrain and terrain-blend objects Removed redundant default bump-spec terrain shader added by mistake
11 Years Ago
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11 Years Ago
TerrainBlendObject tweak
11 Years Ago
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11 Years Ago
Improved NavAgentMoveRandom a little. Removed some old prefabs.
11 Years Ago
Fixed Impala movement animations and tweaked controller settings
11 Years Ago
Added automatic mesh cloning to TerrainBlendObject; fixes issues with multiple objects sharing same mesh Removed deprecated normal generation code inside TerrainBlendExtension; faster initialization now Now updating blend shader constants in edit-mode when changes happen in TerrainBlendExtension Added controllable tint per splat TerrainBlendExtension.Instance.SplatN_Tint variables (auto udpated by TerrExt) Cleaned up parts of terrain blend shader code; now reusing more code for both terrain and mesh cases Proposed Standard Terrain shader now also works without TerrainBlendExtension component added to terrain object Fixed bug in HardMix splat blending causing some bad transitions; now much closer to original linear blends Improved HardMix curves by fetching bicubic control sample instead of average control
11 Years Ago
More highpass textures. Island1 updates. Removing some old utility scripts.
11 Years Ago
Fixed albedo/diffuse blending Fixed Splat Tints and UVMIX shader params not set on the global scope; required by BlendWidthTerrain shaders Added terrain-mesh blending of diffuse and specular colors Now saving a reference mesh to keep sharedMesh updated with latest import; ATM requires manual disable/enable component to update
11 Years Ago
Fixed customMesh not getting serialized
11 Years Ago
Tinkering with WorldManager and SeasonManager
11 Years Ago
Fixed terrain blend seam transitions; per-vertex normal just didn't cut it, brought back terrain normal map initialization Added grabTerrainDiffuse toggle to terrainBlendObject; uses terrain diffuse across the entire surface but still blends the normals Added reload mesh button to terrainBlendObject inspector
11 Years Ago
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11 Years Ago
Couple more minor tweaks
11 Years Ago
SeasonManager now updates materials via TerrainBlendExtention
11 Years Ago
Forcing terrainBlendObj to material properties on inspector edit
11 Years Ago
Added first version of snow overlay to terrainBlendExt; could move to a weather control
11 Years Ago
Made snow texturing independent from terrain using triplanar projection Moved snow code to Weathering.cginc; removed deprecated code Fixed unshaded output
11 Years Ago
Commiting because apparently I have to now? Plastic wat.
11 Years Ago
Moved Seasons to a ScriptableObject Asset setup.