17,530 Commits over 1,614 Days - 0.45cph!
- 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
-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)
- 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
Player follows ground height
- 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).
A little cleanup and rebinding some keys (orbit uses Alt, drag/move now RMB)
turned off subd modifier from human
Some shader test and human assets. Moved player prefab to outside /Resources
Merge from camera testing
readded check for modalState
- Updated TOD
- Merged from CameraTest
more reasonable minimum distance
Merge from unit_selection_revamp
- 5.1.0b4
- Super important pixel art loading man.
- Moved AI scripts folder up a level
- 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
PlayerCameraControls+Input uses GetAxisRaw instead of GetAxis
UI options fix in startup scene
Cleaning up PlayerCameraEffects, moved CameraEffect class out to it's own file, added PauseBlurEffect
Split PlayerUnitControls into a partial
Working on FloraGroup/FloraPrefab material duplication on a per biome/zone basis at runtime
- 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
Re-exported all cliff assets with "b" variants (fipped with opposite ground mesh removed to reduce issues with navmesh baking)
- 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
- 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
- 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
- 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
- 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
Basic male name generator stuff.
- 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
- NameGenerator improvements. All names are unisex for now.
- 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
Moving all Unit settings, prefab and view assets into Resources/Units
- Reverted to prevsion revision of PlayerCameraControls
- Fixed Unit_Human prefab not having a Human component
Disabled orbit key jumpto test
Groundwork for Buildings as ScriptableObject assets, added to BeforeEditorWindow with listing and creation form.
Added Third Party SMAA (https://github.com/Chman/SMAA-Unity)
Replaced FXAA with SMAA in GraphicsOptions
Got Building prefab creation through BeforeEditor working properly
- 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
- 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
- Cleaning up Content/Buildings assets, re-exported everything to use new material setup.
- Added Before/Building shader
- Nuked some un-used/old utility scripts
Moving building assets around
Rexported all building assets because Unity is a prick (╯°□°)╯︵ ┻━┻
- 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