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

10 Years Ago
Added some front-end calculation display for Attributes in the Before Editor
10 Years Ago
Check out my abs (olute values)
10 Years Ago
Removed startup UI because startup UIs are silly. Game starts a new game on first startup, loads existing save if available.
10 Years Ago
Fixed a couple of UI issues
10 Years Ago
Improved View handling in Species editor
10 Years Ago
Sepcies Unit prefab and view creation improvements
10 Years Ago
Fixed NRE in GroupSpawner Fixed issue with species prefabs not being created properly Species unit prefab now sets up all required components properly Changed prefab naming convention ("." replaces "_")
10 Years Ago
Biome species list NRE fix
10 Years Ago
SpeciesSettings.GetViewPrefab NRE/index fix
10 Years Ago
Actually fixing that method
10 Years Ago
Initial work on interaction refactor
10 Years Ago
10 Years Ago
Fixed mysterious invalid gameobject error (Bear asset needed reimporting with the optimize transforms option...) Expanded IController and ISelectable implementations PlayerController replaces PlayerUnitControls, handles interaction for various types (Units/Buildings/Resources) and serves as a base for all selectables Nuked PlayerUnitControls
10 Years Ago
Updated GSD/GDS Ported selection drawing prototype code to PlayerController
10 Years Ago
Fixed drag rect selection
10 Years Ago
10 Years Ago
Merge from interaction refactor
10 Years Ago
Updated GSD for tribe changes
10 Years Ago
New Startup/Logo UI for standalone build
10 Years Ago
Silly build settings
10 Years Ago
Bad usings in species settings
10 Years Ago
Fixed FoliagGroup material copying/assignment not working
10 Years Ago
Cleaned up DebugUIZoneTab a bit
10 Years Ago
-I broke influence maps!
10 Years Ago
ISelectable improvements, added widget and some listeners in GameUI
10 Years Ago
More PlayerController and interaction tweaks, killed some weird bugs with rect selection. Lots o' cleanup
10 Years Ago
Added FollowWorldSpaceTransform() method to UIWidget base class
10 Years Ago
Moved interaction interfaces to their own files Shift/Ctrl modifier key handling in PlayerController
10 Years Ago
Added ItemSettings / Item / IItem Reworking ResourceSettings / Resource SmartObject reference now passed through ActionChain CreateAction and so forth Re-wrote HarvestResource Updated Before Editor tabs for Action and Resource Fixed SmartObject Init setting incorrect subscriber count Fixed SmartObject incentives list not being initialized Fixed BeforeEditor CreateNewView naming skin transform incorrectly PlayerController now handles smart object interactions in a nice generic way, so right clicking on any ISelectable with an SO component will call TrySubscribe for the first Incentive available Deleted some old actions
10 Years Ago
"Fixing" some NREs in ActionChain
10 Years Ago
HarvestResource cleanup Fixed weird ActionChain override bug (it wasnt null like it should've been) Added GoToSmartObject Action. Currently the first tick fires the invoke and we wait for a OnDestinationReached Callback before calling on_action_done_callback, still actions don't seem to stop ticking.
10 Years Ago
Human views no longer flagged to apply root motion (caused weird offsets) Hide human mouth plane
10 Years Ago
Removed PlayerBuildingControls from Player prefab. Skeleton of PlayerController+Building partial added Renamed PlayerCameraControls to PlayerCamera Ported interior/exterior transition stuff out of Player and into PlayerCamera General refactor/cleanup of Player
10 Years Ago
Tweaks
10 Years Ago
Fixed some annoying width crap in the editor UI
10 Years Ago
Fixed GoToSmartObject directives compile error (ty resharper)
10 Years Ago
Cleaning up Activity a bit, added CreateUnitActivity Action
10 Years Ago
Removed IResource A little more Activity cleanup Placeholder berries item view Resources now dispense items (call the ItemSettings.Create method for now) when harvesting, they pop out and bounce around like idiots. Did a silly thing and added OnSecond to TOD_Time, and use it in AgentManager to fire Ticks :x
10 Years Ago
Upped attribute modifier precision AgentManager ticks every 5 TOD seconds New game will always start at 6am (random month between March and August, random day)
10 Years Ago
Attributes start at their "positive" value (whichever value is > 0). Tweaked energy and hunger steps
10 Years Ago
-merged with main -influence maps are now threaded, albeit still solid circles. Radiuses shall be in game units, and currenty there's no support for the 'influence' variable (but only for the radius)
10 Years Ago
Action refactor v1 ActionChains now have a single execution method in Run() Action has mehods for Start, Run and End Refactored all existing Actions
10 Years Ago
Added smartobject_test scene assets
10 Years Ago
Cleanup
10 Years Ago
Basic Item consumption now works. ModifyAttribute supports Consumable derived "settings" Added PickUpItem and ConsumeItem actions
10 Years Ago
Add/Move/Deletes that I missed
10 Years Ago
-merged with main -fixed bug with focus point of camera rising -consequently tried to fix, again, camera dropping jerkily from atop hills. Sort of succeded for most cases.
10 Years Ago
-remerge with main
10 Years Ago
Renamed Incentives to Interactions ItemSettings again holds a list of Interactions which are passed to the Sibling SO on Init
10 Years Ago
Tweaks