17,530 Commits over 1,614 Days - 0.45cph!
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
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.