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