19,298 Commits over 1,614 Days - 0.50cph!
Cleaned up PlayerControl camera stuff a bit, kinda broke the smoothing though...
Nixed trait points label prefix
Main menu and loading screen UI tweaks.
Removed all menu items, replaced with a new game button.
Moving towards more defined "what is unity components and what is totem components" for our player controller.
Cleaning up assets a bit.
Adding a speedtree test (not working)
Cleaning up in Player Controller, basically separating out into Camera Controller / Camera Model / Player Controller / etc.
Some more asset cleanup. Work on radial menu UI.
Added a dev grey material with grid texture. Tweaked some of the PlayerController speeds.
Smooth camera controlling for Land View implemented. Added a hack right now for Free View, and Unit View is not yet implemented.
Scene cleanup and some tweaks.
Added icon, branding and replaced cursor. Tweaked prefabs.
Diagonal edge scroll movement.
Added a timeout of the edge scrolling when performing a grad. Change the parameter under Edge Scroll of Camera Controller.
Added a smoothing function to the edge scroll timeout on grab, so that the edge scroll timeout isn't a on/off but rather a smooth transition from 0 to 1.
Added movement to Camera Free Mode... seems to have fixed the transform resets too..!?
Added a frame pan to Camera FreeMode, while holding middle mouse button
Cleanup step, taking out a lot of deprecated ngui stuff.
Cleanup all the things even more
Fixed issues related to playing a build version.
Bugged me that this line was there :D
Build Settings are now loaded for subscenes automatically and forwarded into GameScreen, even in built runtimes.
Lightmaping on whitebox and island_small_1
More work on cleanup. UIManager can now expose InModalState, which in turn PlayerController enables when opening the radiual menu, thus preventing the Camera Controller to receive input. Might be we'll want the Camera Controller to control itself what is enabled and disabled when UI is in modal state, but at least this is a first step.
Camera Controller now choose itself what to disable when UI is in Modal state. Thus we now smoothly ease to a stop when the radial menu pops up while we were moving, for instance.
Fiddled around a bit with batching settings, but to no avail. Looks like it's broken in b4 :-/
Working on unit specific mechanics.
Some more work on the unit selection logic.
More work on the Unit Controller and "surrounding" integration and architecture "flow".
Even more work and experiemnts on the Unit Controller.
Updated TOD, trees, whale. Water.
Missed some bits because aaaah fuck you beta 4 and your random folders.
REALLY PLASTIC IS THIS HOW YOU GONNA PLAY ME?
Just merging these things that seem to want changing :P
Moved mouse interaction with Unity Controllers over to a custom implementation, which solved all the problems we were facing with the uGUI based approach.
Simple non-SO move to location.
Started implementation of GroupController and Group spawning for a zone. Nothing that actually spawns yet, but it's getting there...
Added color multiplier to the WaterUpdate script. Cleaned up prefabs and scenes a bit. Added Shark assets.
Commiting so that I can update
Texture palette for land animals