19,298 Commits over 1,614 Days - 0.50cph!
added a custom editor for tester to save/load
Added ignore for a debug folder where I can stuff dirty test scripts, without Plastic harassing me with gusto.
some cleanup, and an attempt to save GroupActivity (not sure how to spawn me a group to test tho :D )
I managed to do so, and it works!
Renamed ActivityLogger to ActivityManager, and some work on saving that.
- Improved overlay blending in Before/Water shader
- GameManager.GameState property setter now forwards to UIManager.ChangeUiScreen, handling all top level screen changes
- Some preliminary work on PlayerAlerts and Alert class
- Various code style/layout consisteny updates
Fixed oddness with 0s becoming -1s when save/loading
ActivityManager saves and loads, tho it doesn't do so when saving/loading the whole game. But it is added as an Extension to GameManager, which was also adapted to save/load with it.
- Updated TOD
- Organising UI widgets a bit, adding Widget classses for the player selection rect and time controls
- Moved the GameSpeeds enum and associated properties to GameManager
- TOD tweaks
Basic male name generator stuff.
ActivityManager now saves properly, with GameManager and the whole game.
- Splitting the Before Editor into partials, added NameGenerator tab
- Improved NameGenerator a lot, it's not fucking stupid now :D
- Renamed Alert to Notification (PlayerNotifications)
- Updated GSD
- NameGenerator improvements. All names are unisex for now.
- NameGenerator cleanup
- Added Human:Unit class holding HumanInfo for name and other textual data
- Added some delegates for singular unit selection to help with UI widget display
- Cleaned up Tribe and added generated unit name assignment
- TOD Tweaks
Moving all Unit settings, prefab and view assets into Resources/Units
- Reverted to prevsion revision of PlayerCameraControls
- Fixed Unit_Human prefab not having a Human component
Disabled orbit key jumpto test
Groundwork for Buildings as ScriptableObject assets, added to BeforeEditorWindow with listing and creation form.
First stab at the VectorStick camera
Added Third Party SMAA (https://github.com/Chman/SMAA-Unity)
Replaced FXAA with SMAA in GraphicsOptions
something was quite off in the (vector) camera, massaged it until it was fine again, and it is working quite nicely with zooming now!
Got Building prefab creation through BeforeEditor working properly
simple name change for ZoneResources to ResourcesManager, in Before and GSD
pretty hacky (but hey, it's just debug purposes) way to facilitate testing and working on, different types of camera. You can now chose a cameraType on the player, that will cause the camera to use different late_update /zooming systems, so you can switch the camera without copypasting in files, and whilst flying around.
- Fleshing out the Building stuff, adding BuildingView and view handling to Building.
- Fixed some issues with prefab creation through the BeforeEditor Buldings tab.
- Added support for multiple BuildingView prefabs for each Building.
- BuildingView skin handling stuff
- Refactored PlayerBuildingControls to work with the new Building asset setup. Currently loads all BuildingAsset files on load
- Deleted some old un-used ThirdParty stuff
- Added Custom Handles third party plugin, fixed an error in it's code related to API changes in the 5.1 beta
- Cleaning up Content/Buildings assets, re-exported everything to use new material setup.
- Added Before/Building shader
- Nuked some un-used/old utility scripts
Moving building assets around
Rexported all building assets because Unity is a prick (╯°□°)╯︵ ┻━┻
- More building shader tweaks
- Cliff prefab cleanup (moved most components to the root)
- Some NRE fixes in TerrainWeatherObject and TerrainBlendObject
- Moving Editor scripts to /Editor folders in their respective/related script folders
-clarified height-dampening factor only works in vectorcam
-slight OCD fix on camelCasing
- Smart Object part of the SOv3 now implemented.
- Agent of SOv3 reorganized.
- Effects improvements and changes.
- Need improvements.
- Actions and Action Chains generalized and shared for all purposes.
- Added Incentives.
- Triggers improved.
- Renamed Biome to BiomeAsset
- Folded GraphicsOptions into GameOptions.Graphics (class is too big, will split to partial)
- Removed PlayerQualityControls and moved the dynamic shadow distance method to PlayerCameraEffects
- Updated GSD and GDS
- Renamed UnitViewHuman to HumanView and moved some files around in the Gameplay/Units folders
- Expanded UnitViewEditor and derived HumanViewEditor
Fixed SaveHook path error
-added getter for Type in IActivity cause it's convenient to expect all IActivities will have a Type.
-adapted Activity.cs to provide such gettersetter.
-made ActivityManager into an event manager of sorts, so you can now subscribe different kinds of activity and be informed whenever one of them gets added to the ActivityManager
UnitView and Startup scene fixes
- Added new HumanMale asset, removed all old art and animation data. Setup new humanoid avatar and controller
- Fixed some UnitView bugs, and added a Setup method to assign various mesh/skin fields (will move to editor/prefab)
-UIManager listens for units, to test stuffs.
Groundwork for UI notifications
- Fixed issue with GameOptions.Graphics not working
- Some ActivityManager cleanup
- More NotificationsWidget tweaks (destroy on timeout)