17,530 Commits over 1,614 Days - 0.45cph!
- Building view creation tweaks (consitency between Item/Resource setup)
- Updated campfire asset
- Added DepositToBuilding and ConstructBuilding actions
- Added Construct and DepositToBuilding Intercation chains
- Player can place campfires by right clicking on the ground (without a unit selected)
- Units can deposit items in buildings that are not constructed. A campfire takes 5 sticks to build
- Campfires also create a TribeHub object which tracks the available items within a radius (currently 50 units).
- Player can right click on a campfire and pick additional buildings to place. The list is filtered by availability, which is determined by the building's requirement list wihch is checked against the TribeHub stockpile via the campfire
- Items deposited in buildings are deactivated
- SmartObject EnabledInteraction now adds the interaction if it is not in the list
- Organising Scripts/AI/Common/Actions a bit
- Re-wrote ConsumeItem to deal with consumable effects instead of firing a seperate Modify Attribute action with derived settings
- Fixed some PlayerController selection/interaction issues
- Cleaning up Building a little
- Added Rested Effect
- Added MinimumInteractionDistance to SO, dealt with in GoToSmartObject for now.
- Fixed Item.DestroyItem coroutine not firing properly because the item was inactive
- Added Obstacle componenets to various view prefabs
Moved editor styles to seperate file
- PlayerController tweaks, better radial handling (no longer puts UI into a modal state)
- Tweaked UnitInfo a bit, added Birth date set on init from TOD (offsetting starting units with a random age hacked in for now)
- Refactored SmartObject interaction management methods, they now take params instead of a List of interactions, added an overload which takes string args
- Added Wolf species assets
- Re-made all animal Animator Controllers
- Refactored unit items, attachments, flags and lots of related code a lot
- Units can now drop items (player commandable via RMB on selected unit)
- UIWidget now deals with animator fadeIn/Out and lets an AnimationBehaviour to deactivate the gameobject (w/fallback)
- ItemComponent once again holds a list of InteractionSettings which get passed to the sibling SO on init
- Improved ItemComponent SO Interaction mangement methods (they work now, lel)
- Fixed shitty rotation on human male Rshoulder AP
Reduced AO intensity, added back some color bleed, and reduced self bleeding toggled on
Updated to latest Amplify Color and Motion
Disabled AM auto-register objs in Player Camera
Nuked unused AtmosphericBlend script that doesn't even work :O
Removed source files commited to wrong repo
- Converted Redwood texture assets to neutral grey so they can be colored
- Added Island0003 and covered it in redwoods
Fixed all Treefab(!) layers
Added custom speedtree shaders Before/SpeedTree* (SM3 only); fixed weird bug in the process
Nuked BRDF file and merged into BeforePBSLighting; Replaced StandardWorld light model with a more flexible StandardBefore
Edited custom deferred shader; a few tweaks all around
Moved Amplify Motion before Tint shift (sampling issues)
Moved SMAA to after all the edge sensitive blur operations
Increased Amplify Motion quality steps to 2 (still cheap)
Improved motion blur post-process quality a bit (added depth threshold param); added to the changes above, looks much better imo
Fixing dull TOD settings from my last commit
- Added custom editor for ItemSpawner, with EXPLOSIONS
- Human pickup and gather anims
BuildingView skin handling tweaks
Re-exported campfire and small hut views
Fixed some issues with buildings
Fixed container radial menu not clearing deposit interactions
Fixed some issues with Item SO interaction mangement not working properly
Mege from terrain_painting
Changed normal map bake to only include terrain
Made the terrain normal map bake a hybrid between the terrain-cliff and terrain-only approaches
Fixed smartobject_test scene
Before/SpeedTree*: changed Smoothness/Transmission map to TintMask/Transmission map; added support for masked tinting
Added custom editors for SpawnHandler, GrassSpawn and DecorSpawn (YAY REFRESH BUTANS)
Re-worked SpawnPopulation to support spawning ItemSettings assets via their Create() method
Added ItemSettings.Create() overload with transform params
Added some test spawn assets for trees and berry bushes
NRE checks on some delegates in PlayerController
FloraPrefab OnEnable stuff removed, new FloraPrefabs and RockPrefabs now register with ZoneSeasons for their material setup
SpawnHandler tick now measured in TOD Hours (using TOD_Time.OnHour)
Removed TerrainMeta Awake() logic, Init now called from the parent Zone
Added Pine Tree Item + Resource asset
Spawn tinkering
TerrainConfig ref stored in BiomeSettings, updated ZoneEditor to make sure any TerrainMeta components in children have their config refs updated when changing Biome
Updated Candelight Handles (maur
Fixed greenbox scene
Moved Spawn/Decor/Grass assets into Resources/Settings/World
Only check colors of valid splats for grass meshes if smooth color transitions are disabled
Updated ItemView/ResourceView and BuildingView with custom handles for SO interaction distance
Moved AttachmentPoint transform offset handling to ItemView, updated custom Editor with buttons to copy/save the current transform data for each AP
Made SceneSaveHook not shit
Updated View AttachmentPointOffset data for stick, axe, spear, log, basket and rock
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