17,530 Commits over 1,614 Days - 0.45cph!
Added Unit+Animation
Unit cleanup, moved Senses init stuff to InitSenses()
Added animation callback for PickUp
Moved animation event reciever to UnitView, forwarding up to Unit. Also made it generic (passing string to use for lookup)
Added head senses object creation back in
Added hearingFalloffCurve to UnitSenses (not being used yet, only to test DiscGraph handles in HumanEditor)
Human male tweaks
Consumables now destroyed after their action chains have finished (which is crap, we need to send effects to the agent and destroy the item itself on consume)
Added Unit Behaviour stuff to the Entity View
FloraGroup cleanup (removed the tinting bools and all related code)
ZoneSeasons sets _Tint color on flora prefabs, not _Color
BeforeEditor tinkering
Fixed Before/SpeedtreeBillboard's scumbag inverted vface causing bad normals
Fixed transmission set to const
Arrow shooting test scene, scripts and asset
-fixed Shoot function to work (ie. provides correct velocity for the arrow to reach the target.
-added a Shoot2 function, which instead finds the shooting angle from a fixed velocity (ie. fully pulled bow). Doesn't quite work if there are big height differences yet.
Refactoring World and Zone. Made into partials, cleaned up and removed old crap.
Added basic setup for SpawnHandler/Population creation through Zone+Ecology, driven from BiomeSettings
Numerous tweaks to SpawnHandler, SpawnPopulation etc
Added SpawnPopulation settings to Species and Biome
FloraPrefab ditched in favor of new BiomeMaterialObject component, WIP biome material library system
Updated all scenes in line with new Zone component setup
Updated GSD/GDS
Stopped smaller items (stick, rock) being spawned with a rigidbody because suddenly performance death on 5.1.1p3
More tweaks to spawning setup, number of populations added to the handler for each Zone is scaled with the size of the Zone
Some Unit structure tweaks (declaring partial methods in the main class like we do in other partial classes) (TODO: Make this consistent in other code)
Moved all graphics/terrain stuff into the Before namespace. Code consistency and layout cleanup. (sorry andre/diogo :3)
SkyDome prefab tweaks (normal bias sadface)
Better scrollbars in BeforeEditor
Potential fix for SmartObject MRE in Actions (Item.DestroyItem() waits for SmartObject.SubscriptionCount to hit 0)
Resources are destroyed properly when their master item is depleted
Added vertical/horizontal layout switch to EntityViewer window
Numerous tweaks to SpawnHandler/Population and mangement through Zone+Ecology
Added some custom background images for and un-ignored a couple more glypicon images for the editor
Fixed GoTo button in BeforeEditor.DrawAssetEnum()
Improved BeforeEditor DrawAssetViewsManager, cleaned up some crappy code and added prefab previews
Terrain texture cleanup. terrain_grass_highpass.tga has heightmap for blending in alpha channel
BeforeDebug/Entity View window retains selection after player selection is cleared
Enabled rigidbodies on items again
Added some more Button draw methods to BeforeEditorLayout (colors!)
BeforeEditorTab ViewMangement improvements/tweaks
Added spawn dithering thing to species settings
Tweeaaaaaaaaks
Added ZoneMaterialLibrary, ZoneMaterialObject and ZoneFloraObject
Each Biome holds a library of materials copied from the original reference materials (loaded from Resources/Materials right now) on startup.
Items are registered with their parent Zone and have materials assigned during creation/startup
Paintover island mesh test thing
Merge from Mr Tree's Wild Ride
Added EntityView base class
Before Editor: Improvements to view creation and management (better prefab creation, storing of asset paths etc)
Updated standard terrain shader for blend masking; added two props for control: blend factor and fallof
Removed unnecessary standard shader UI clutter (unused)
Updated Terrain material asset
Biom mat library tweaks, and view management fixes. Nuked trees so I can merge from Peturs branch cleanly
BiomeMaterial lib/object/settings tweaks, game runs again.
Added Machine EntityComponent and settings, MachineFunction WIP.
Minor refactoring and clenaup fof Entity and derived classes, moving functionality around. Cleaned up Action a bit
-crazy maths for arrow trajectory. Arrows do fly nicely to their target at any height tho.
-unbroken building. Also new dlls for vs cause vs/unity does that.
Fixed things not spawning in smartobject_test and other small terrain scenes
Added ForceDensity bool to SpawnPopulation
TerrainWeatherObject finds parent zone more reliably
Scenes assets (baked maps etc)
SpawnHandler tweaks. Player tribe should always get spawned now.
Units will automatically move themselves to a nearby valid navmesh position on init
Species ecology/topology spawn settings tweaks and island001 toplogy updates
Added rocks/bank01 mesh
Added some layer culling code for testing
Tweaks
removed trees from island003, painted some forest topology map areas
Tweaking Unit+Senses raycasts a bit (better masking and layer checks on hit objects)
Raycasts can hit triggers now
Item now creates a child collider "SO Collider" acting as a Trigger on the SmartObjects layer
UnitManager call TickUnits via TOD_Time.OnMinute
Added Species Consideration and a Human Only example of it.
Species Consideration now defines a Default Weight that's returned if a Species is not defined in the Species Weight list. Defaults to 0, but can be "inverted" to 1, say, for special cases.