388 Commits over 181 Days - 0.09cph!
WIP terrain tile set
wip terrain tile set
Scenario failed Restart button now works.
Added ComponentCache as short-term way of clearing all component lists.
refactored more game/worldgen setup. Terrain gen instantiated at runtime. Set a bunch of parenting to make it easier to handle restarts.
override HexTerrain prefab using main scene settings
WIP restart scenario stuff: Started reorganising scene/world objects and changed some game init code.
Fixed and cached a bunch of UI stuff that was making it really slow to select/deselect units.
Show producable item ingredient icons. More PlayerResources stuff.
PlayerResources.Refresh now caches storage item counts + capacities before triggering the refresh event. Refreshes twice a second. Changed UI stuff to use this new event and the cached values. Spend/afford calcs still use real-time values so you can't quickly spend more than you have etc.
Produceable item UI stuff now shows max craft counts for items.
created duplicate tile set for terrain stuff, added script to automatically swap and reassign tile parameter
cleaning up template tile set, removing unused tile, creating duplicate model set for WIP terrain work
Small homes now require sticks not wood
more PlayerResources stuff. WIP entity producer UI improvements.
wip PlayerResources refactor, refresh event, update timings, etc.
updated HDRP/ASE, rebuilt shader
Entity producer UI changes. wip terrain stuff for blocking interactions.
TerrainUtils.GetPointOnTerrain now returns null if not on terrain instead of the original point with a height of zero to fix a bunch of underground spawning issues. Added TerrainUtils.IsPointBelowWater
Moved Utils.RandomAtCirclePerimeter to TerrainUtils.RandomAtCirclePerimeter and it now includes a call to TerrainUtils.GetClosestNavMeshPoint to make sure the return value is reachable. This fixes a bunch of runtime gather/interaction tasks where the positions are generated at runtime.
Human stick carry capacity fix. Task markers now only show failed reason on task icon hover.
Fixed water resource nodes spawning on unreachable terrain. Added TerrainUtils.GetClosestNavMeshPoint.
Fix some interactions not working because there's no fog of war setup at the moment
Job markers now show failure reason text
Show collect job task markers.
Show max capacity values on storage UI
Reduced scale of unstartable task markers
Upgraded unity
Upgraded unity
WIP occlusion cave fading
tweaked camera Y + smoothing based on distance, updated ASE
Merge branch 'master' of BeforeProto
camera zoom setup, adding speed modifier depending on the zoom level
WIP camera following terrain elevation
Merge branch 'master' of BeforeProto
update terrain cave shader system, simplified pieces merge, WIP terrain camera stuff
merge