17,530 Commits over 1,614 Days - 0.45cph!
Bit by bit so plastic doesn't freak out
Removed some old TP stuff
TOD custom mats/textures tweaked
Fixed a couple of UI issues caused by assets moving around
Unit interaction fixes and some Radial Menu tweaks
- Debug Unit UI shows Agent attributes (select unit and hit f12)
- Updated TOD
Made Unit Attribute debug a UIWidget in the game UI, toggled in the debug overlay Unit tab
- Updated Water
- Added Needs & Modifiers to Unit Debug UI
- Cleaning up SmartObjects a bit
Fixed a couple of behaviour issues
- Fixed SmartObject Triggers not working (Physics option Raycasts Hit Triggers was false)
- Fixed some Building prefab material and structure issues
- Nuked a load of old shaders
Reverted grass shader delete
- Added better spawn handling for player tribe
- Fixed tribes not spawning correctly
- Improved GameOptions a bit, now additional graphics options automatically set with quality level
- Fixed error in Group.cs (looking for old prefab)
- Deleted Group prefab
- Updated Behave to latest version.
- Added external project GameSaveData using protobuf-net for game persistence state definition.
- Added external project GameDataSerialization for AOT support (iOS requirement) in game persistence.
- Added Persistence Manager and ProtoLoader which sets the base for the persistence system.
- Added core persistence states of Manager
- Added core persistence states of GameManager.
- Added core persistence states of World, WorldZones, WorldWeather and WorldOcean.
- Added core persistence states of Zone, ZoneEcology and ZoneSeasons.
- Added core persistence states of Group.
- Integrated persistence management with the Main Menu.
- Disable Load button when save state is not existing.
- Fallback to loading back up the Main Menu when loading fails, gracefully.
- Added timeout on load of the game world, if the world doesn't get ready within an acceptable time limit (which it always does now on load due to remaining implementation requirements).
Adding new standard image effects
- Removed some old utility scripts
- Moved all image effects to the new C# versions
Re-working the Pause UI and adding some options UI functionality (post FX toggles, quality level switch)
Incredibly exciting options menu stuff.
Working on the persistence system still. Almost there.
Adding solutions for external projects.
Adding the .csproj names for the game persistence projects and modifying the ignore config.
Fixed absolute path dependencies in the external persistence projects.
Standard lighting model changes for RC3
Merge from influence maps
Fixed dynamic infuence maps not updating properly
- Ported ProcessedTexture util and related files from Rust
- Tweaked SkyDome light properties
- Cleanup and improvements to influence map stuff
- Added dynamic shadow distance based on player distance to ground
- Some building placement work towards wall stuff
GI Bake setting should fix build crap
- Cleaning up some of the World/Zone readying coroutines that were causing some hangs when loading from an existing subscene directly
- Tinkering with wall placement in PlayerBuildingControls
Cleaning up wall placement code a bit, pieces in each wall section are now distributed properly using spacing value from Building prefabs
Removing some debug from PlayerBuildingControls and cleaning up the placement stuff a bit
Merging some tweaks to the wall placement code I wrote while away
- PlayerCamera Grab movement gets disabled when Building placement is active
- SmartObject now sets its Layer on init to be safe
Building prefab layer setting
- Updated TOD
- Removed Andre's Water
- Ported in old Water shaders from the trailer build
Added AgentAttributeWizard for creating new attributes
Updating ignore for root folder csproj
Moving some editor scripts into more sensible places
- Adding some more convenience and fuctionality to AttributeEditorWindow (inspector selection, add new, delete etc)
- Added skeleton wizards for Needs and Modifiers
- Added UnitEditorWindow with basic asset listing and inspector selection
Consistency cleanup for asset listing in editor windows
Initial work on UnitAssetEditor custom inspector stuff
- Renamed Modifers to Effects
- Attribute/Need/Effect no longer monobehaviours, no trasnforms created under Unit prefabs
- AttributeSettings management moving to UnitAsset inspector (WIP)
- Lots of tweaks and cleanup accross relevant files
Fixed UnitAssetEditor not saving AttributeSettingsModifiers