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

10 Years Ago
- Renamed Scenes/Islands to Scenes/Game - Moved startup_scene to Scenes/ root - Baked a new navmesh for island-0001 - Stopped SceneSaveHook adding Scenes/Game/template_scene to the game_scenes.txt list - Updated SceneCreationWizard to match new file structure - Adding some debug for GameManager Pause and Resume methods
10 Years Ago
-Player no longer blocks PlayerComponent exection if GameManager.IsPaused == true (allows for individual components to remain functional while the game is paused, thus you can pause with P but still move the camera)
10 Years Ago
- Expanded GameOptions to work as a Manager, currently holding game speed options used in PlayerTimeControls. - Cleaned up the Globals heirarchy a bit, fixing some UI issues and making padding values for screens and modals more consistent - Fixed the Quit modal not working - Made sure we are using the correct "black" color value on transitions and overlays - GameManager now skips Startup UI screen properly when playing in editor - Added a DebugCamera prefab to startup scene (not functional yet) - Overriding UIScreen.IsActive in MenuUI to ensure that the LoadGame button is updated correctly in accordance PersistanceManager.has_savegame_to_load; - Updated GameSaveData for new types (GameOptions) - Fixed potential issue with destroying WeatherVolume objects in WorldWeather
10 Years Ago
- Updated TOD
10 Years Ago
Player follows ground height
10 Years Ago
- Added double click handling to PlayerCameraControls and a double click move/zoom using JumpTo. - Reverted to "old" camera movement but with adding dampening value for the Y value (for now).
10 Years Ago
A little cleanup and rebinding some keys (orbit uses Alt, drag/move now RMB)
7 Years Ago
turned off subd modifier from human
10 Years Ago
Some shader test and human assets. Moved player prefab to outside /Resources
10 Years Ago
Merge from camera testing
10 Years Ago
readded check for modalState
10 Years Ago
- Updated TOD - Merged from CameraTest
10 Years Ago
Some human test assets
10 Years Ago
more reasonable minimum distance
10 Years Ago
Merge from unit_selection_revamp
10 Years Ago
- 5.1.0b4 - Super important pixel art loading man. - Moved AI scripts folder up a level
10 Years Ago
- PlayerUnitContols now handles LOI SO placement for selected units - SmartObject.initalize() now accepts an array of Agents to subscribe on init - LOI SO Prefab now accepts multiple Agent subscriptions - Replaced some Time.time usage in PlayerUnitControls with Time.unscaledTime
10 Years Ago
PlayerCameraControls+Input uses GetAxisRaw instead of GetAxis
10 Years Ago
UI options fix in startup scene
10 Years Ago
Cleaning up PlayerCameraEffects, moved CameraEffect class out to it's own file, added PauseBlurEffect
10 Years Ago
Player prefab updated
10 Years Ago
Split PlayerUnitControls into a partial
10 Years Ago
Working on FloraGroup/FloraPrefab material duplication on a per biome/zone basis at runtime
10 Years Ago
- FloraGroup material operations are now fired by ZoneSeasons on init, materials get copied and assigned per zone. - Tweaked Before/Water shader a bit (opaque for now because fuck you fog bug) - Updated tree prefabs with FloraPrefab component - TOD tweaks
10 Years Ago
Re-exported all cliff assets with "b" variants (fipped with opposite ground mesh removed to reduce issues with navmesh baking)
10 Years Ago
- Fixed an issue with ZoneSeasons being unable to access season information (list of seasons is now stored in ZoneSeasons instead of via an accessor in Biome) - FloraGroup now grabs materials from its prefab list during Zone startup - GameManager makes sure Timescale is 1 on Awake (avoids a rare case of timescale being 0 after editor crash) - TOD settings tweaks - Camera PP updates - Ocean shader + prefab tweaks
10 Years Ago
- Added a line on PlayerQualityControls which sets quality preset based on machine name, for better performance when working on laptop (maurizio take note) - InfluenceMap now uses a greyscale gradient, for easier value sampling - Added some preliminary SampleMap methods to ZoneInfluence - Added support for influence maps updating at different intervals in ZoneInfluence
10 Years Ago
- Moved the machine-name quality setting stuff to GraphicsOptions (because that actually makes sense) - Removing the "3d" stuff from InfluenceMap - InfluenceMap.Image is now flipped so it actually matches up with the underlying zone - Cleaned up InfluenceMap update routines but they're slow as hell anyway
10 Years Ago
- Improved overlay blending in Before/Water shader - GameManager.GameState property setter now forwards to UIManager.ChangeUiScreen, handling all top level screen changes - Some preliminary work on PlayerAlerts and Alert class - Various code style/layout consisteny updates
10 Years Ago
- Updated TOD - Organising UI widgets a bit, adding Widget classses for the player selection rect and time controls - Moved the GameSpeeds enum and associated properties to GameManager - TOD tweaks
10 Years Ago
Basic male name generator stuff.
10 Years Ago
- Splitting the Before Editor into partials, added NameGenerator tab - Improved NameGenerator a lot, it's not fucking stupid now :D - Renamed Alert to Notification (PlayerNotifications) - Updated GSD
10 Years Ago
- NameGenerator improvements. All names are unisex for now.
10 Years Ago
- NameGenerator cleanup - Added Human:Unit class holding HumanInfo for name and other textual data - Added some delegates for singular unit selection to help with UI widget display - Cleaned up Tribe and added generated unit name assignment - TOD Tweaks
10 Years Ago
Moving all Unit settings, prefab and view assets into Resources/Units
10 Years Ago
Meta
10 Years Ago
- Reverted to prevsion revision of PlayerCameraControls - Fixed Unit_Human prefab not having a Human component
10 Years Ago
Disabled orbit key jumpto test
10 Years Ago
Groundwork for Buildings as ScriptableObject assets, added to BeforeEditorWindow with listing and creation form.
10 Years Ago
Building Editor tweaks
10 Years Ago
Added Third Party SMAA (https://github.com/Chman/SMAA-Unity)
10 Years Ago
Replaced FXAA with SMAA in GraphicsOptions
10 Years Ago
Got Building prefab creation through BeforeEditor working properly
10 Years Ago
- Fleshing out the Building stuff, adding BuildingView and view handling to Building. - Fixed some issues with prefab creation through the BeforeEditor Buldings tab. - Added support for multiple BuildingView prefabs for each Building. - BuildingView skin handling stuff - Refactored PlayerBuildingControls to work with the new Building asset setup. Currently loads all BuildingAsset files on load
10 Years Ago
- Deleted some old un-used ThirdParty stuff - Added Custom Handles third party plugin, fixed an error in it's code related to API changes in the 5.1 beta
10 Years Ago
- Cleaning up Content/Buildings assets, re-exported everything to use new material setup. - Added Before/Building shader - Nuked some un-used/old utility scripts
10 Years Ago
Moving building assets around
10 Years Ago
Rexported all building assets because Unity is a prick (╯°□°)╯︵ ┻━┻
10 Years Ago
Merge from ZoneResources
10 Years Ago
- More building shader tweaks - Cliff prefab cleanup (moved most components to the root) - Some NRE fixes in TerrainWeatherObject and TerrainBlendObject - Moving Editor scripts to /Editor folders in their respective/related script folders