19,298 Commits over 1,614 Days - 0.50cph!
- Cleaning up some of the World/Zone readying coroutines that were causing some hangs when loading from an existing subscene directly
- Tinkering with wall placement in PlayerBuildingControls
Cleaning up wall placement code a bit, pieces in each wall section are now distributed properly using spacing value from Building prefabs
Removing some debug from PlayerBuildingControls and cleaning up the placement stuff a bit
Merging some tweaks to the wall placement code I wrote while away
- PlayerCamera Grab movement gets disabled when Building placement is active
- SmartObject now sets its Layer on init to be safe
Building prefab layer setting
- Updated TOD
- Removed Andre's Water
- Ported in old Water shaders from the trailer build
Camera now spawns in the correct position over the player tribe after load.
Unit AI is now loaded/activated on load too, making the units actually work after load.
Added AgentAttributeWizard for creating new attributes
Updating ignore for root folder csproj
- Fixed a bug in the TOD persistence.
- Fixed a bug in weather type persistence.
Moving some editor scripts into more sensible places
- Adding some more convenience and fuctionality to AttributeEditorWindow (inspector selection, add new, delete etc)
- Added skeleton wizards for Needs and Modifiers
- Added UnitEditorWindow with basic asset listing and inspector selection
Consistency cleanup for asset listing in editor windows
Unit AI, Agent and Attributes are now persisted.
Laid the groundwork to properly persist buildings and walls.
Persisted PlayerBuildingControls
Persisted Building
Persisted Wall
Persisted Wall Section
Initial work on UnitAssetEditor custom inspector stuff
- Renamed Modifers to Effects
- Attribute/Need/Effect no longer monobehaviours, no trasnforms created under Unit prefabs
- AttributeSettings management moving to UnitAsset inspector (WIP)
- Lots of tweaks and cleanup accross relevant files
Fixed UnitAssetEditor not saving AttributeSettingsModifiers
- AttributeSettingsModifiers now AttributeModifier.
- AttributeModifier passed into Attribute constrcutor
Fixed attribute creation in Agent
Fixed UnitAassetEditor loading issue
AttributeEditorWindow improvements
Unified Attribute and Unite editor windows into a single tabbed window. Started on improved Unit listing and editor display
- Added SSAO Pro
- More tweaks and cleanup for unit editor window
- Fixed building placement issue
- Fixed building persistence issues
- Spotted a strange behaviour where Building's buildType is not properly persisted, without finding out why just yet.
- Updated to 5.1.0b1
- Fixed some API issues in ProCore plugin
- Remove some problematic Cecil PDB/MDB files (seems ok?)
- Improved override/inhertince display for UnitAsset species groups in the Before Editor window
- Clean up and various layout improvements for the Before Editor window
- Added remaining data to the Unit Editor (Ecology/Attributes/Colors)
Moving Effects into a seperate tab in BeforeEditorWindow
Biome Season now work probably in Editor (no transition, just using set_season() as TOD_Sky.Cylce.Month changes)
- Working on Exterior/Interior camera transitions
- Some UI Cleanup
- Player pre-loaded in game_boostrap scene, now only one AudioListener ever (on Player)
- Added Open Sans font, removed old font prefabs from pre 5.x
- Couple of fixes to ZoneSeason editor only stuff
- Interior/Exterior transition first working prototype.
- Added some terrain to test map, updated navmesh
- Unit selection is broken (???)
- UnitView doesn't get properly scaled on instantiation?
Some more informative error logging and minor tweaks.
PlayerTimeControl persisted.
WIP Unit selection projector stuff
Commented out ZoneSeasons editor only Update stuff
Fixed terrain/terrain-blend shader errors
Fixed NFAA shader warning
Disabled snow accumulation vertex offset; to get projectors working again
Removed StandardTerrain-BaseMap
Upgraded Persistence branch to 5.1b1 in preparation for merge.