19,298 Commits over 1,614 Days - 0.50cph!
NavAgentMoveRandom picks positions actually relative to the parent transform
- Fix for ZoneSeasons in-editor Update, season changes work properly now without occasional NREs
- ZoneEcology spawning disabled while methods are re-worked
Added ability to remove specular from terrain and terrain-blend shaders; zero spec = no spec
Added deferred shader override to Graphics Settings
- Downgraded back to 5.0.0f4
- Bound keys 1,2 and 3 to preset game speed controls (1x, 5x, 12x timescales)
- Player.Instance no longer self instantiates in the getter... (to solve isssues with Player being loaded in startup_scene)
- Added some timecontrol UI assets
Quick fix for selection projectors always showing.
Unit selection fix (anim controller "None" state being triggered properly when not unit selected or hovered)
Restoring unit_so_test terrain asset file that got corruped somehow
Fixed another issue with LoadGameFromSubscene...
GameManager destroys existing scene EditorOnly stuff when loading from a game scene
ZoneSeasons now uses TOD_Time events to trigger season changes
Initial merge from main to persistence branch.
Fixed terrain normal and navmewsh bake for unit_so_test scene
Merged from Persistence branch.
- Dynamic shadow distance in PlayerQualityControls only works in-game now
- Fixed Player being destroyed when exiting the game to menu
- Fixed Pause modal not working properly
- Fixed EditorOnly not being destroyed when loading the game from the menu
- Re-generated Groups data
- Fixed Unit.Asset not being assigned during spawning in Group
- GameManager.SubScenes list gets cleared on exiting to menu
Fixed Building issue causing loading not to work.
Worked in a more robust ID scheme for Buildings (for save/load).
First commit into Decision branch.
Improved handling of widgets in UnitDebug modal
Random wandering now uses average position of units in the group. Really dirty implementation because I couldn't work how to do it through IGroup properly :3
Quick fix for NavAgentMoveRandom using Group.AverageUnitPosition
Added Simulator field to the Attribute editor
Preparing for fulfilling warmth need.
Added Temperature attribute, which required some modification to the Attribute Simulator.
- 5.0.1 for top lels
- Interior transition fix (was checking for wrong CameraMode)
Fixed Unit scale modifiers in spawn routines.
Begone, MonoBehaviourExt.
Actually removing the file
Disabling ZoneEcology spawning checks while I fix shit
Fixed some Logs that were accidentally renamed to LogError during removal of MonoBehaviourExt
- Added a simple MergeSceneWizard
- World now included in startup_scene (removed game_bootstrap scene)
- Removed mainmenu_scene, no longer loading a scene background (to be replaced with a new world on first startup, or the last save's game world)
- Re-enabled WorldWeather spawning and fixed some issues with WeatherVolume's not picking a WeatherType
Moved PlayerBuildingControls.Wall it it's own file in Buildings/Wall.cs
- Renamed Scenes/Islands to Scenes/Game
- Moved startup_scene to Scenes/ root
- Baked a new navmesh for island-0001
- Stopped SceneSaveHook adding Scenes/Game/template_scene to the game_scenes.txt list
- Updated SceneCreationWizard to match new file structure
- Adding some debug for GameManager Pause and Resume methods
-Player no longer blocks PlayerComponent exection if GameManager.IsPaused == true (allows for individual components to remain functional while the game is paused, thus you can pause with P but still move the camera)
- Expanded GameOptions to work as a Manager, currently holding game speed options used in PlayerTimeControls.
- Cleaned up the Globals heirarchy a bit, fixing some UI issues and making padding values for screens and modals more consistent
- Fixed the Quit modal not working
- Made sure we are using the correct "black" color value on transitions and overlays
- GameManager now skips Startup UI screen properly when playing in editor
- Added a DebugCamera prefab to startup scene (not functional yet)
- Overriding UIScreen.IsActive in MenuUI to ensure that the LoadGame button is updated correctly in accordance PersistanceManager.has_savegame_to_load;
- Updated GameSaveData for new types (GameOptions)
- Fixed potential issue with destroying WeatherVolume objects in WorldWeather
another attempt, this time with twice as many hacks! (2)
Started fleshing out Smart Object v3
Fleshing out Effects and Needs.
EffectAction baseclasses set up for Effect + Trigger baseclass for Effect and Need.
Player follows ground height
Made the focal point fundamentally move on its own, and average its height between a few rays. It works very fine unless you zoom full in and walk off a cliff.
- Added double click handling to PlayerCameraControls and a double click move/zoom using JumpTo.
- Reverted to "old" camera movement but with adding dampening value for the Y value (for now).
A little cleanup and rebinding some keys (orbit uses Alt, drag/move now RMB)