17,530 Commits over 1,614 Days - 0.45cph!
-slight OCD fix on camelCasing
- Renamed Biome to BiomeAsset
- Folded GraphicsOptions into GameOptions.Graphics (class is too big, will split to partial)
- Removed PlayerQualityControls and moved the dynamic shadow distance method to PlayerCameraEffects
- Updated GSD and GDS
- Renamed UnitViewHuman to HumanView and moved some files around in the Gameplay/Units folders
- Expanded UnitViewEditor and derived HumanViewEditor
Fixed SaveHook path error
-added getter for Type in IActivity cause it's convenient to expect all IActivities will have a Type.
-adapted Activity.cs to provide such gettersetter.
-made ActivityManager into an event manager of sorts, so you can now subscribe different kinds of activity and be informed whenever one of them gets added to the ActivityManager
UnitView and Startup scene fixes
- Added new HumanMale asset, removed all old art and animation data. Setup new humanoid avatar and controller
- Fixed some UnitView bugs, and added a Setup method to assign various mesh/skin fields (will move to editor/prefab)
-UIManager listens for units, to test stuffs.
Groundwork for UI notifications
- Fixed issue with GameOptions.Graphics not working
- Some ActivityManager cleanup
- More NotificationsWidget tweaks (destroy on timeout)
Merge from Smart Objects v3/Editor
Fix for UIEditorWindow not finding the top level UIScreen gameobjects on init
Renamed UnitAsset > UnitSettings
Removed AStar Pathfinding
Removed "use native pathfinding" option from Agent
Renamed WeatheType > WeatherSettings
Added Biome and Weather tabs to the editor
Added World header and buttons to editor
Fixed Canvas sorting issue introduced with 5.1.0f1 (not sure if working as intended, child transforms (containers) of the main canvas required their own canvas component with sorting set to override to work with the overlay camera mode
Nuking old biomes, fixing biome assignment in game scenes. Removed island0003-quick.scene
NRE fix in BeforeEditorTab
Updated BeforeEditorBuildingTab asset editing and view creation.
Some merge cleanup and asset listing tweaks
Resources and Editor cleanup
Re-assigned Pine resource views
AssetGroup creation from Enum values in Building/Species and Resource editor tabs
Added button to fire RefreshAssets to DrawAssetListing in BeforeEditorTab
Removed SOv3 namespace
Removed all SOv2 code
Got everything compiling
Disabled Unit selection routines in Player
- Implemented GroupSpawner system - uses old Group spawning code. Spawners get created by ZoneEcology from the Biome.SpeciesList
- Added some placeholder unit/view prefabs for Human
Renamed AIManager to AgentManager
Added SmartObjectManager to Globals object
Removed SmartObjects references in AgentManager
GameManager tweaks
UnitInfo cleanup, (moved out of Unit class, etc)
Tribe maintains list of available names for Human Members
GroupSpawner now inits Unit and Agent
Added AgentType enum and field to AgentSettings
Agents editor now uses AgentType for categorisation
SpeciesSettings hold groupAgentSettings, used by GroupSpawner when creating species-based groups
Added Tribe Agent
Removed IGroup
Exposing Agent Needs and Attribute lists
Tweaking Unit Selection a bit
Updated UnitDebug scripts
Manger.update renamed to Tick
PlayerComponent update renamed Tick