19,298 Commits over 1,614 Days - 0.50cph!
Spawns now work with the new UnitAsset and GroupAsset settings system.
Some cleanup of depracated code related to units and groups (controllers, views and prefabs)
Updated TOD. Fresh TOD settings and new LUTs. Some misc asset cleanup.
Updated Human and Bear animation controllers with better movement transition values. UnitAnimation component now working. Added some Gizmo icons for Group spawners.
Set up UnitAsset, GenderUnitAsset, AgeUnitAsset, GroupAsset and GroupController for all current species.
Added BuilderController.cs to the Player Prefab.
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).
Added TimeController. Cleaned up scenes (rocks now distributed on Start, file sizes reduced by ~99%)
Prevent building selection from going out of scope + some merges.
Ok, so this fixes the cycling of building selection.
Fixed Wolf collider size and tweaked WolfController transitions.
Updated AmplifyMOtion and Color. SO test level with new navmesh (no fix)
Hopefully this fixes the compile errors...
Commiting arctic scene just to be sure it has no lightmapping data
Trying to solve this navmesh issue, but this is starting to smell like a unity bug?
Added a NavMesh.SamplePosition to the GroupController spawn routines. Units now correctly spawn on valid navmesh positions. Removed GroundController.
GroupController now spawns units properly.
Tweaked old U4 terrain shader for seasons testing. Added new test island. Switched project back to DX9.
Moved Editor script causing compile error
Sure you changed those files Unity. Sure you did.
Playing with SeasonManager prototype.
SeasonManager updates. Terrain grass texture, trees and snow control working. Detail grass not tinting correctly.
Updated TOD. Removing the RefreshPrototypes() call.
A few material and prefab tweaaks.
NavAgentMoveRandom has the option of doing random movement in the radius of it's parent or of itself (if parent == null).
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
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Improved NavAgentMoveRandom a little. Removed some old prefabs.
Fixed Impala movement animations and tweaked controller settings
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
More highpass textures. Island1 updates. Removing some old utility scripts.
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
Fixed customMesh not getting serialized
Tinkering with WorldManager and SeasonManager
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
SeasonManager now updates materials via TerrainBlendExtention
Forcing terrainBlendObj to material properties on inspector edit
Added first version of snow overlay to terrainBlendExt; could move to a weather control
Made snow texturing independent from terrain using triplanar projection
Moved snow code to Weathering.cginc; removed deprecated code
Fixed unshaded output
Commiting because apparently I have to now? Plastic wat.
Moved Seasons to a ScriptableObject Asset setup.