19,298 Commits over 1,614 Days - 0.50cph!
Added UIWditorWindow for quick toggling of top level screens
- Added BeforeEditorTab class for better tab mangement in BeforeEditor (BeforeEditor partials now seperate classses derived from BeforeEditorTab)
- 5.1.0b5
BeforeEditorTab asset creation form base method/layout added
- Fixed repaint error in BeforeEditorWindow
- Added support for editing assets "properly" using SerializedObject/Property to BeforeEditorTab
Attribute/Need/Effect/SmartObject creation through BeforeEditorWindow (just the asset + name, no data editing yet)
Split GameOptions into a partial
Updated Enum generation methods in BeforeEditor to work with SOv3 assets. (shouldn't conflict with the hardcoded types)
Started moving away from enums.
- Attribute Type removed and replaced with ScriptableObjectExt "Hashed Id" and AttributeSettings as parameters.
-merged from SOv3 so we're not all working on the same branch
Abstract settings clases now implement IComparable for selection in BeforeEditor tabs (Actions/Conditions/Triggers)
Cleaning up tabs a bit, fixed NRE when getting derived types
-First pass at making SOs understand Resources.
- BeforeEditor.SelectAsset() now adds all SerializedProperties to the dict.
- Addition Condition type AttributeCondition
Create form tweaksn and attribute field name fix
Removed enum types from SOv3.
Re-orderable list groundwork
Merge from SOv3 parent
ReorderableList stuff for IncentiveSettings
Fixed ReorderableList remove button issue in BeforeEditorIncentiveTab
More tweaks and cleanup
-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
BeforeEditor layout updates, better categorisation of assets for each view
BeforeEditor now has a static instance property
Fixed re-orderable list onAddDropdownCallback not deleting stuff on the asset properly
Renaming some Actions
Added ConditionMeasurements enum class (switching on front end condition editor)
General improvements
All SOv3 data types can now be created, editing, copied and deleted in the BeforeEditor window.
Added Agents tab to BeforeEditor
Merge from Smart Objects v3/Editor
-renamed BuildingAsset to BuildingSettings, to be in line with everything else
Fix for UIEditorWindow not finding the top level UIScreen gameobjects on init
-removed MediumShelter that was not yet defined and broke the building system.
-First pass at resources understanding MVC, having their own settings asset, skins, etc.
Renamed UnitAsset > UnitSettings
Removed AStar Pathfinding
Removed "use native pathfinding" option from Agent
Renamed WeatheType > WeatherSettings
Added Biome and Weather tabs to the editor
Added World header and buttons to editor
-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.
-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)
-made more view prefabs for the tree different pine types, in the meantime
-and promptly forgot to add them
-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.