17,530 Commits over 1,614 Days - 0.45cph!
Fixed HumanMale idle anim lengths, renamed various Sitting anims and animator params
More controller and anim fixes
- Yet more controller fixes. SitOnObject, SitOnGround now triggers, updated Behave tree for SitOnMe SO.
- More animation controller tweaks
- Improved BuildingController and Building for cleaner init process for buildings, their states and child SmartObjects
Quick dirty fix for NavAgentMoveRandom to place an LOI SO instead of pure nav agent crap. Fixed the "entry" bug on the anim controller
Fixed SitOnMe awkward seating bug.
Prefab update with LOI Prefab set
Now that the NavAgentMoveRandom is using Location Of Interest, it adds the requirement of setting the priority category of the SO in code.
Moved timeout of SO subscription to TOD scaled time.
- Fixed SleepHere SO overriding parent class' sky field.
- Added Debug DrawLine to the active behavior of agents, to better visualize agent and so relationships at runtime.
- Fixed issue where a Location of Interest never would be properly removed from an Agent's behavior stack. A little hacky fix, so will get back to finding the root of the problem.
Fixed interpolation for Force to Position/Rotation, so that the snap is much smoother.
Cleaned up Quickbrush templates, added mesh clouds, tweaked ocean shader
Updated StandardWorld lighting code to match unity standard in b13 (specular workflow); same except using world-space normal
Updated all Before/Standard (weathered) shaders to b13
Updated terrain blend extension to match b13 changes
- SleepHere, SitOnMe, GroupController fixes.
- New HumanFemaleController and anims for working actions.
- Fixed Sabertooth assets
- Added Agent and Unit components to all Unit prefabs
- Added Timeout to LOI SO prefab
- Added weather switch (prev, next, reset on numpad keys 7,8,9 respectively) to WeatherController
- Tweaked mats after b13 made shit all shiny.
- Added "SetFinishedOnAwake" bool to Building class
- Fixed PlayerController debug cam toggle not working properly (player would remain disabled)
- Fixed MouseLook toggle on debug cam not working (space toggles)
- Added useSmartObjects toggle to NavAgentMoveRandom
Human Prefab fix and an extra check in NavAgentMoveRandom
Fixed bug where agents never would smoothly snap into place when approaching a bench to sit on, or a campfire to sleep by.
Fixed so that multiple sleep slots work with the campfire (or any other SO with slots).
Added Biome ScriptableObject, moved SeasonManager over to Biome specific asset tinting.
SHIT BE BROKE.
Renamed Season files because OCD and removed redundant foliage settings folder
Biome ColorGroup must be a class, not a struct, to play ball with this editor button thing (fixed).
Tidied up Biome to make Pal paranoid
Some small fixes to sit on me.
Added FoliageGroup ScriptableObject, not quite finished
- FoliageGroup implemented. Zones are now assigned a Biome, which controls terrain and foliage tinting across Seasons.
- Tree prefabs updated to to use 2 materials for leaves/branches.
Removed useless name variable from FoliageGroup
- Some PlayerController debug switch fixes, again.
- Couple of extra checks in SeasonManager to make sure transitions work (needs wizardly refactoring)
- Enabled wind randomisation again
Removed Season class and related editor scripts. Seasons now a part of the Biome class.
Fixed duplicate biome var in BiomeManager
Added updated template scene
GroupAgentsMoveTo now disables NavAgentMoveRandom, renable for all agents in group via context menu.
Updated trefalls SO test scene to match new zone setup
BiomeManager no longer needs a Terrain the scene
Biome assets shouldnt require data generation on each load
- Fixed loading issue in island_large_1
- Fixed Biome _settings being null in some cases when it shouldn't be.
FilmControl and some other updates
Working on some particles
Trimmed unused data from SPM's. Stopped rendering subterranean trunks on ground foliage. Neutralized all ST's for seasonal tinting.
Gave the foliage a base tone and hue variation value. LOD bias set to 1.