19,298 Commits over 1,614 Days - 0.50cph!
Fixed issues with SceneInfo name lookup.
Fixed issues with spawning of weather volumes. Added a helper script to regenerate blended mesh materials. Prefab updates. Rexported rocks13 and 14 to have sperate "ground" meshes. Made all caveman attachments disabled by default. Added island2 back to the game manager.
- Reimporting Image Effects.
- Added AutoSaveScene script.
- Renamed terrain splats to match their layer names (Rock/Sand/Grass/Dirt) in the Terrain extensions.
- Added Global Fog to the player Prefab
Removed Water Pro from our prefabs, replaced with standard shader placeholder.
- Updated TOD
- Removed Water Pro entirely
- Tweaked Sky/Camera/Render Settings
Fixed tint in terrainBlendObj shader; also had to modify top_grass mat's color
Fixed terrainBlendExt reference material
Updated WeatherManager to minipulate new global fog values. Tweaked weather and season settings.
Added SuperSampling and AtmosphericBlend from Rust.
- Improving BuildingController a bit...
- Placement now averages a few normal samples around the initial ray hit point and aligns the placement to that average
- Valid placement now checks against a normal threshold
- Building prefabs restructured to support this
- Added Building class
- Updated Building and BuildingController to init properly.
- Child SOs of Builidings are initalised when their parent GO is activated (Finished state is default)
- SitOnMe SO now automatically finds SitLocation in it's children
Added a BuildThis PlayerCommandSO to behave... and relevant scripts.
Renaming SmartOjbects\BuildMe to BuildThis
Added Temperature sampling to WorldManager (should probably be moved).
- Sample tempature from position converted to long/lat, with multipliers from Season and altitude (needs time of day modifier).
WorldManager.get_unit_temparature() now properly returns temperature (including TOD and weather modifiers)
- Added some ambient sounds for ocean, wind and storms.
- Ocean now has ambient sound attached
- WeatherVolumes play ambient sounds in 3d space, distances set by their size
- WeatherVolume FX spawning improved
- WeatherVolume now has optional WindZone component and WeatherType includes settings for it
- Added a WindManager script which randomly adjusts the global wind properties over time.
- Global Wind now drives the movement of WeatherVolumes
- WeatherManger spawning of WeatherVolumes has been reworked a bit, but is a little buggy.
- Added third party ParticleScaler script
- Spawning of WeatherVolume particle FX now randomly scaled (to be made relative to position in volume)
- WeatherVolume spawning improved
- Fixed some issues with WeatherController's transitions, moved the controller to the Player prefab
- Upgraded to u5b9
- Added InControl and SSAO Pro third party assets
- Refactoring WorldManager a bit, split into partials and moved the WindManager code in
- Cleaning up WeatherType, moving params into seperate file, and made them serializable (like TOD
WeatherVolumes pick WeatherType on spawn, based on temperature at spawn.
Fixed issue with WeatherVolumes not getting a WeatherType properly.
Updating WeatherTypes with new settings
Commiting code from a traaaaain. (Weather rotatation tests)
Added new island, nuked old island hiehgtmaps and splats
Fixed vertex painter out-of-range submesh error in flood fill
- Cleaning up and renaming scenes.
- Added new large island scene
- Moved some materials and textures around
- Stopped weather rotating all silly
Ok sure I missed stuff I belive you plastic
More island updates. Added a camera auto-focus script
- Added QuickBrush thirdparty plugin for prefab painting
Improved VertexPainter gui control/window handling
Painting Disc gizmo now only shows up when painting
Added console warning when a mesh selected for painting is missing a MeshCollider
- Refactored CameraController, split into a partial
- Added RTSCameraPro as an example of some more camera functionality
- Added CameraPath3
- Added Bird Flock
- Cleaned up Tree assets
- Removed redundant Season settings
- Added some camera helper scripts for filming sequences
- Moved camerapath3 out to the root assets folder because it think it's special.
- Added A* Pathfinding Project.
- Fixed namespace conflicts with A* Pathfinding Project (rather than changing 3rd Party sourcecode).
- Updated all Navigation code for Agents to support both native and A* Pathfinding.
- Updated A* Pathfinding Project to ver. 3.6
- Applied A*PP navigation to agent prefabs by default.
- Added Deer and basic anims.
- Moved A* into Third Party
- Re exported Human anims to fix some masking issues
- Added Deer settings and related prefabs
- Fixed some issues with Units not getting inited properly
- Tweaked Deer settings assets and prefabs
- Adding a river to the island_large1 map
This should hopefully make poor Jenkins happy?
Tinkering with a shader for the river.