repobeforecancel

19,298 Commits over 1,614 Days - 0.50cph!

10 Years Ago
Added UIWditorWindow for quick toggling of top level screens
10 Years Ago
- Added BeforeEditorTab class for better tab mangement in BeforeEditor (BeforeEditor partials now seperate classses derived from BeforeEditorTab) - 5.1.0b5
10 Years Ago
BeforeEditorTab asset creation form base method/layout added
10 Years Ago
Tab title fix
10 Years Ago
- Fixed repaint error in BeforeEditorWindow - Added support for editing assets "properly" using SerializedObject/Property to BeforeEditorTab
10 Years Ago
Attribute/Need/Effect/SmartObject creation through BeforeEditorWindow (just the asset + name, no data editing yet)
10 Years Ago
Split GameOptions into a partial
10 Years Ago
Updated Enum generation methods in BeforeEditor to work with SOv3 assets. (shouldn't conflict with the hardcoded types)
10 Years Ago
Actually b5
10 Years Ago
10 Years Ago
Started moving away from enums. - Attribute Type removed and replaced with ScriptableObjectExt "Hashed Id" and AttributeSettings as parameters.
10 Years Ago
BeforeEditor updates
10 Years Ago
-merged from SOv3 so we're not all working on the same branch
10 Years Ago
Abstract settings clases now implement IComparable for selection in BeforeEditor tabs (Actions/Conditions/Triggers)
10 Years Ago
Cleaning up tabs a bit, fixed NRE when getting derived types
10 Years Ago
-First pass at making SOs understand Resources.
10 Years Ago
-missing semicolon
10 Years Ago
- BeforeEditor.SelectAsset() now adds all SerializedProperties to the dict. - Addition Condition type AttributeCondition
10 Years Ago
Create form tweaksn and attribute field name fix
10 Years Ago
Removed enum types from SOv3.
10 Years Ago
Re-orderable list groundwork Merge from SOv3 parent
10 Years Ago
ReorderableList stuff for IncentiveSettings
10 Years Ago
Twekas
10 Years Ago
Fixed ReorderableList remove button issue in BeforeEditorIncentiveTab More tweaks and cleanup
10 Years Ago
-Added an IResourceView interface we could eventually use for plant-life having its view controlled by the resource -Merged in ptrefall's A Murder of Enums
10 Years Ago
BeforeEditor layout updates, better categorisation of assets for each view
10 Years Ago
BeforeEditor now has a static instance property
10 Years Ago
Fixed re-orderable list onAddDropdownCallback not deleting stuff on the asset properly
10 Years Ago
Renaming some Actions Added ConditionMeasurements enum class (switching on front end condition editor) General improvements
10 Years Ago
All SOv3 data types can now be created, editing, copied and deleted in the BeforeEditor window.
10 Years Ago
Added Agents tab to BeforeEditor
10 Years Ago
Merge from Smart Objects v3/Editor
10 Years Ago
-merged with Main
10 Years Ago
-renamed BuildingAsset to BuildingSettings, to be in line with everything else
10 Years Ago
Fix for UIEditorWindow not finding the top level UIScreen gameobjects on init
10 Years Ago
-removed MediumShelter that was not yet defined and broke the building system.
10 Years Ago
-First pass at resources understanding MVC, having their own settings asset, skins, etc.
10 Years Ago
Renamed UnitAsset > UnitSettings
10 Years Ago
Removed AStar Pathfinding
10 Years Ago
Removed "use native pathfinding" option from Agent
10 Years Ago
Renamed WeatheType > WeatherSettings
10 Years Ago
Added Biome and Weather tabs to the editor
10 Years Ago
Added World header and buttons to editor
10 Years Ago
Unity 5.1.0f1
10 Years Ago
Sceeeeeeeeeeene
10 Years Ago
-readding in the resources that were moved and not added in the last commit -_- -fixed spawning of the resourcePine being offset compared to its parent.
10 Years Ago
-added a temporary pine mesh on the pine model, so you can still place (and see) pines in editor. Gets destroyed at runtime. Temp solution I guess! -made a script to swap in all the old treeprefab for new Resource trees. (Could/should be extended for resources to know its treetype, and respect the old one I guess, after discussion)
10 Years Ago
-made more view prefabs for the tree different pine types, in the meantime
10 Years Ago
-and promptly forgot to add them
10 Years Ago
-tagged the controller as Tree, and Layered the whole thing to Trees rather than Buildings. Wondered about moving the resourceaffector onto the model, but maybe that's not the right thing to do.