19,298 Commits over 1,614 Days - 0.50cph!
Reworked Attribute for SOv3.
turned off subd modifier from human
Focal point now raises and lowers based on 8 points around it. if the camera is too low on the ground, it keeps the focal point up too, so that it doesn't instantly jerk back down when falling off.
Some shader test and human assets. Moved player prefab to outside /Resources
Merge from main (ignoring camera changes)
Merged in Input changes for orbit, also double click handling for zoom/move
Player Prefab camera offset fix
Skydome Light normal bias fix
Merge from camera testing
readded check for modalState
Harvesting 'works', and resources regenerate, and stuff that should be called, is generally called
updated prefabs, and adding files I forgot to add.
testing another camera mode
- Updated TOD
- Merged from CameraTest
More work on SOv3. Fleshing out more classes, rewriting for Trigger Manager based Cycle when adding Needs and Effects to Agents... generally working towards stitching everything together.
Unit selection tinkering (multi selection groundwork)
- PlayerTimeControls now correctly toggles the correct UI Toggle for each gamespeed
- Made multiple select using left shift key work properly
- UnitInteractionStates now duplicates the Unit projector material
Added ctrl + shift deselect when there are multiple units selected
more reasonable minimum distance
- Drag rect unit selection works now
- Cleaning up selection generally, removing unnessary delegate params and simplifying where possible
- Reworked the MenuUI to function as both Screen and Modal. The Menu is now shared between InGame and Menu GameStates
- Made GraphicsOptionsWidget handle option miniupulation direclty through script, less reliance on prefab-vulnerable event setup crap
- PlayerBuildingControls now allows for indepedant position and rotation control (click to confirm position, then rotate using the mouse and click again to confirm)
- Improved handling of mutli-select and rect select, exposed states to other systems in order to avoid input conflicts
- Fixed Wall creation not working
- Added Obstacle component to spiked wall building prefab
- Added Debug section to GameOptions
- Renamed unit_so_test scene to greenbox
- Nuked some old terrain assets
merge from main (keeping my changes)
- Removed Screenshot component from Player/Camera
- Tweaked PlayerCameraControls Zoom.MinDistance
Merge from unit_selection_revamp
- 5.1.0b4
- Super important pixel art loading man.
- Moved AI scripts folder up a level
- PlayerUnitContols now handles LOI SO placement for selected units
- SmartObject.initalize() now accepts an array of Agents to subscribe on init
- LOI SO Prefab now accepts multiple Agent subscriptions
- Replaced some Time.time usage in PlayerUnitControls with Time.unscaledTime
little cheats to start up faster.
PlayerCameraControls+Input uses GetAxisRaw instead of GetAxis
Fleshing out and testing how Effect Action works together with Need and Trigger.
UI options fix in startup scene
Cleaning up PlayerCameraEffects, moved CameraEffect class out to it's own file, added PauseBlurEffect
Split PlayerUnitControls into a partial
Trying to get activities to be persistent
Got building all the dlls for persistence working.
Working on FloraGroup/FloraPrefab material duplication on a per biome/zone basis at runtime
Finally, a single base Activity can be written to file, and then read again.
- FloraGroup material operations are now fired by ZoneSeasons on init, materials get copied and assigned per zone.
- Tweaked Before/Water shader a bit (opaque for now because fuck you fog bug)
- Updated tree prefabs with FloraPrefab component
- TOD tweaks
Re-exported all cliff assets with "b" variants (fipped with opposite ground mesh removed to reduce issues with navmesh baking)
Some final improvements to the implementation of Effect Action.
- Fixed an issue with ZoneSeasons being unable to access season information (list of seasons is now stored in ZoneSeasons instead of via an accessor in Biome)
- FloraGroup now grabs materials from its prefab list during Zone startup
- GameManager makes sure Timescale is 1 on Awake (avoids a rare case of timescale being 0 after editor crash)
- TOD settings tweaks
- Camera PP updates
- Ocean shader + prefab tweaks
- Added a line on PlayerQualityControls which sets quality preset based on machine name, for better performance when working on laptop (maurizio take note)
- InfluenceMap now uses a greyscale gradient, for easier value sampling
- Added some preliminary SampleMap methods to ZoneInfluence
- Added support for influence maps updating at different intervals in ZoneInfluence
- Moved the machine-name quality setting stuff to GraphicsOptions (because that actually makes sense)
- Removing the "3d" stuff from InfluenceMap
- InfluenceMap.Image is now flipped so it actually matches up with the underlying zone
- Cleaned up InfluenceMap update routines but they're slow as hell anyway
Adding Activity variants to persistence, need second opinion
Cleaning up a bit, or breaking shit...
got WorldActivity to save and load