19,298 Commits over 1,614 Days - 0.50cph!
Added human female assets
Fixed direction that we move camera to be properly the camera forward and right vectors.
Random edits. Not entirely sure why I've changed ProjectSettings, but I guess I have...
Reverted camera movement changes. Reset prefab to correct rotations and updated reset script to match. Updated Human Female prefabs.
Fixed some of the Screen to Scene relationship issues + loading from any "subscene" issues we were having.
When not starting the game from a subscene, the BaseScreen will now pick a random subscene in the list of available subscenes.
Fixed new GameScreen Sub Scene setup and SubsceneDummies for temperate_canyons.
Added Sabertooth with new anims, still quite WIP.
Renamed StartupDependent to SceneInfo
Cleanup Pass -> Deleted some deprecated files, Cleaned up the namespaces and renamed EntityTemplateManager to TemplateManager.
Renamed *Control classes to *Controller.
Updated to latest Amplify* (from Rust repo) and latest TOD from Dropbox.
Added @garry 's ScenesToPrefabs script.
Reorganised scene folders. Added SceneSaveHook.cs to handle runtime scene saving and cleanup and build scenes management.
Added readme for scenes folder
Auto saved runtime scenes now go into Scenes/Runtime/Islands to match the working directory structure. Updated readme.
Refactored the Screen/Scene loading mechanics a bit. Now loading scenes from Runtime works perfectly, both from startup scene, or any other scene (whether they're part of a Screen that only have a single Main Scene, or a Screen that holds multiple Sub Scenes as well). There's a strange bug when loading from the Working directory right now in that it loads a scene id with -1 the index actually specified for Main and Sub scenes... Will try a fix next that replaces int id loading for string name based Level/Scene loading.
Loading the startup scene again instead of loading the Globals prefab.
Fixed the remaining issue when starting the game from an "Island" scene in the Working folder.
- Fixed bug related to scenes from Working directory not being part of the Build Settings and then executing the game while such a scene was the active one in editor. The fix required a custom Build system that I added to the File Menu (Build Before), roughly based on Rust's Build system.
- Custom Build System
- Automatic Game Screen Sub Scene list Generation when in Editor Mode, based on parsing the Build Settings Scenes list.
Changed name of root gameobject in bootstrap game scene to "World", and name of any subscenes to "Land". Now when BaseScreen loads a subscene, the root gameobject of that scene is added as child to the main scene of that Screen.
Looks like this is needed to compile under Visual Studio.
Trying to replace the UI dll with the Standalone version.
Fixed A* Pathfinding Project's RecastGenerator so that it actually compiles for Unity 5.
Nuking A* Pathfinding Project.
Trying to delete and replace with Standalone version... doubt it will help, but this constant stream of jenkins failure...
And recommitting the version that I "know" is from the Standalone folder.
Working towards a GameScreen specific loading scheme for sub scenes. For now doing nothing specific towards this, but laying the groundwork.
Added a new test island scene.
- Zones now load sub scenes and acts like a "capsule" for managing everything concerning the explicit scene it's awarded. Since we have a ZoneManager around the Zones, this should be all nicely managed within the GameScreen now.
- Loading two sub scenes now by default, within Zones.
- Doing a stupid BoxCollider intersection test for all spawned zones. This won't work once we have more than two scenes (moving one unintelligently might cause overlap with the third, etc), so will need to move towards a smarter overlap-preventer-scheme. One step at the time though :-)
- For now we set up the boundaries of an "island"/"zone" on the root gameobject in each Working/ scene.
Forgot to add the BoxCollider required component to all the scenes.
Now using StaticBatchingUtility.Combine on any gameobject tagged Static Batch Root. All children of root must use same material.
Setting GameScreen to only load a single subscene until we have issues revolving offsetting scenes and navmeshes solved. Added a simple NavAgentDummy for testing.
Added Behave to the project
Updated to Unity 5.0.3 beta, which seem to have changed some meta files. Checking in and hopefully won't cause too bad conflicts if any.
Started on Behave integration and setting up the first actual experimental structure in the Behave editor.
Nuked temperate canyons scene. Added another test island. Added MegaScatter plugin for terrain workflow. Added utility script to replace terrin splatmaps.
Exported new island with better splat and tree guide for more testing of MegaScatter. Getting better results now, but not great yet.
Experimenting a bit with setting up Behave and smart objects.
More work on Behave/AI. Babysteps: reading, watching tutorials, more reading and then some doing.
More work on the AI solution, this time focusing on the AI Manager, adopting ideas from Rust's AIHandler, but also working it in more tightly with how Totem works.
More work on AI, almost ready to do some runtime testing now.
Some minor changes to AI.
Updated island 2 assets. Added Tom's Terrain Tools.
Apparently I missed some things
Added basic screen edge scrolling with smoothing.
Updated Main Camera Prefab a little
Prefab and scene updates for consistency