19,298 Commits over 1,614 Days - 0.50cph!
Added a toggle for edge scrolling camera movement. Fixed the camera mode switch issue. More prefab updates.
More work on group spawning mechanics. Still not quite there, trying to solve some editor debug viewing of what will spawn... not as easy as I had hoped :P Oh well, getting there!
Fixed debug_units context error
Added bear asset. Started reworking camp building assets and prefabs (still WIP).
Updated to b5 + rebaked test scene navmesh.
Adding new files before merging my shelved changes
All building assets exported and prefabbed. Standardised materials for animal assets. Updated template scene.
Added GroundController to every scene and fixed subscene loading issue with new test scene.
Game Manager is now a prefab.
More work towards group spawns.
Even more work on group spawn mechanics.
Spawning now working with different gender weights and misc other stuff. Making selected units move to a location is broken though.
Ok, so things move again when selected. Might look like it supports multi-selection, but no, not yet :-)
TOD/Camera/Fog tweaks. Island 2 updates. New LUTs. Fixed campfire rotations and tweaked fire FX. Added TimeControl script to Player (numpad +/-).
Mouselook should be disabled by default
Fixed missing material on attach impala corpse
Started on integration of a Scriptable Object Asset based Unit Type Settings direction, and so far it's shaping up really well I think.
Creating new Unit Settings Assets now work again.
Added better default settings for the Unit Settings and it's now hard-setting the species, race and gender enums with "ShowOnly", so that this can't be changed in the inspector. I also added a ColorUtility that gives access to basic operations such as color blending, lightening, darkening, desaturating, etc, which I use to automatically modify the hair color of different ages in the initial unit settings (for both human and bear).
Added default scaleModifier settings for Age to Unit Settings.
Started on Group Settings.
Fleshed out the Tribe Group Settings some more.
Nuked old trees and moved TimeControl script
Another pass at getting these Unit Settings properly formated.
Made some changes to the Unit Settings based on Bill's input.
Updated Wolf and anims (idle, sit, walk, run)
Initial ragdoll tests on Mammoth and Wolf. Mammoth animations (death, walk, idle). Added subfolders for Unit Views.
Added StateMachineBehavior for animation randomisation. Sends random numbers to a blendtree based on the number of animations available (currently entered by hand, but will make it automagic)
Started on new Group Controller implementation based on the new Unit/Group Settings implementations.
Spawning of viewPrefab from the HumanUnitSettings now works through the HumanTribeGroupController, but for some strange reason, I can't drag UnitViews onto Gender specific View Prefabs...?
More fixes to group spawning. Not quite there yet, but getting there.
Renamed IdleBlender to AnimationRandomiser, and made more generic.
Cleaned up SceneSaveHook and nuked the duplicate "Editor Only" tag.
Updated all scenes with correcct Editor Only tagged objects... because Unity likes to recreate the tag :|
Fruit bush speedtree, fixed error in SceneInfo.cs (tag string)
Fruit tree updates. Couple small tweaks to Camera script. Ocean and sky prefabs updated.
Unit View prefabs added for all current animals
Bear anims added (2x idle, run, walk, sit, x2 sitting idles)
Added UnitAnimation script to UnitView.
Got HumanUnitController integrated and working together with HumanTribeGroupController and PlayerController.
Units now scale based on race/gender/age modifiers.
Human spawns now get hair color, skin color and hair style randomized based on the settings.
Now using material instead of sharedMaterial, so that old people actually don't give everyone grey hair if spawned last, etc.
Human Unit Settings now has both male and female view prefabs at the base of race and species, and the spawn code takes this into account.