17,530 Commits over 1,614 Days - 0.45cph!
More Units folder summaries and cleanup.
updated before building shader with comments and hooked up transparency from the texture to show on the material
apparently these units have changed again ¯\_(?)_/¯ must not have saved unity when I tried to check these in before
Fixed NRE in UnitPortraitManager init, restored old config values
Fixed missing shader on w3_lake.mat
added comments to animal shader
Tribe creation scene uses new navmesh system, rebaked and removed old asset
Removed old navmesh agent toggle hack in UnitManager
meta file had changed.... and merge
More Units folder summaries and cleanup.
Building upgrade events cleanup, removing old flags enum
Building events cleanup, comments
Validate unique asset ids on save
DataAssetEditorUtility menu item validation + rename
Ported validator from other proj
Fixed dynamic shadow distance not updating
Water shaders fixes, global clamp value set in world manager config
More shader tweaks, global color. TOD sky color from global variable (pending ASE update)
Updated ASE to 0.3.2 dev001; fixed underscore added on global props
Updated water_body_ASE
Files for ASE water shaders, WIP water_edge_ASE
Building structural stats are updated as upgrades are completed
Building placement preview mesh shows the correct initial state of the building with upgrade meshes hidden
Fixed building placement mesh being invisible
Removed DataAsset.DefaultLabels property out if editor ifdefs (should fix build)
EntityManager events use System.Action, reduced amount of blackboard cleanup with an active flag gate
Editor tags, event null checks
Event revert because appaerently death
Building view fixes
Simplified PlayerController's command generation and data handling, added support for UI event callbacks (additional functionality can be hooked up to hover events for specific command types, for example)
Reflection for entity component drawer stuff, Traits drawer has UnitSettings passed in
Compatability matrix WIP.
Pretty dank compatibility matrix editor.
the trait matrix is now defined on a config object rather than in TraitsParameters
BiomeMaterialObject on foliage prefabs
Filter out entities that don't creative their own views in debug spawning list
Removed Blackboard deconstructor
Updated nav mesh components and post processing
UnitCollection profiler hooks
Removed callback from TakeFromDispenser, uses time comparison in SimTick instead
AI events to System.Action
placeholder sounds removed
More work on the traits matrix, doesn't save though :(
Traits matrix now actually appears to be working.