19,298 Commits over 1,614 Days - 0.50cph!
Added some more Button draw methods to BeforeEditorLayout (colors!)
BeforeEditorTab ViewMangement improvements/tweaks
Added spawn dithering thing to species settings
Tweeaaaaaaaaks
Added ZoneMaterialLibrary, ZoneMaterialObject and ZoneFloraObject
Each Biome holds a library of materials copied from the original reference materials (loaded from Resources/Materials right now) on startup.
Items are registered with their parent Zone and have materials assigned during creation/startup
Cleanup. Billboard tint stuff.
Better (flatter) vertex shading on leafboards.
Paintover island mesh test thing
Merge from Mr Tree's Wild Ride
Added EntityView base class
Before Editor: Improvements to view creation and management (better prefab creation, storing of asset paths etc)
Updated standard terrain shader for blend masking; added two props for control: blend factor and fallof
Removed unnecessary standard shader UI clutter (unused)
Updated Terrain material asset
Biom mat library tweaks, and view management fixes. Nuked trees so I can merge from Peturs branch cleanly
BiomeMaterial lib/object/settings tweaks, game runs again.
Added Machine EntityComponent and settings, MachineFunction WIP.
Minor refactoring and clenaup fof Entity and derived classes, moving functionality around. Cleaned up Action a bit
-crazy maths for arrow trajectory. Arrows do fly nicely to their target at any height tho.
-unbroken building. Also new dlls for vs cause vs/unity does that.
Fixed things not spawning in smartobject_test and other small terrain scenes
Added ForceDensity bool to SpawnPopulation
TerrainWeatherObject finds parent zone more reliably
Scenes assets (baked maps etc)
SpawnHandler tweaks. Player tribe should always get spawned now.
Units will automatically move themselves to a nearby valid navmesh position on init
Species ecology/topology spawn settings tweaks and island001 toplogy updates
Added rocks/bank01 mesh
Added some layer culling code for testing
Tweaks
removed trees from island003, painted some forest topology map areas
Tweaking Unit+Senses raycasts a bit (better masking and layer checks on hit objects)
Raycasts can hit triggers now
Item now creates a child collider "SO Collider" acting as a Trigger on the SmartObjects layer
UnitManager call TickUnits via TOD_Time.OnMinute
Added Species Consideration and a Human Only example of it.
Species Consideration now defines a Default Weight that's returned if a Species is not defined in the Species Weight list. Defaults to 0, but can be "inverted" to 1, say, for special cases.
Fixed so that decisions that score 0 or less will always be rejected by DM.
Removed old UnitManager_OnMinute method
Spawn handlers created in Zone+Ecology no longer tick/respawn
Split BeforeEditorTab into a partial for easier working with ViewManagement code
Fixed bug with ViewMangement for Species/Entities with preset views
Moved Creation of SpawnPopulations out of Zone+Ecology and into BiomeSettings
Refactoring EntityComponentSettings storage in EntitySettings
Added new UI for EntityComponent management in BeforeEditor
Removed BiomeMaterialObject components from tree prefabs
Misc editor cleanup
Misc DM related stuff. Nothing actually working just yet.
Removed UnityEditor directive in EntityComponent
Started on a Value of Harvest consideration, and created a new DSE "Harvest Score".