branchBeforeProto/mastercancel

380 Commits over 181 Days - 0.09cph!

5 Years Ago
WIP terrain tile set wip terrain tile set
5 Years Ago
alert bar UI wip
5 Years Ago
Update todo.txt
5 Years Ago
Scenario failed Restart button now works.
5 Years Ago
Added ComponentCache as short-term way of clearing all component lists.
5 Years Ago
more wip restarting
5 Years Ago
refactored more game/worldgen setup. Terrain gen instantiated at runtime. Set a bunch of parenting to make it easier to handle restarts.
5 Years Ago
override HexTerrain prefab using main scene settings
5 Years Ago
WIP restart scenario stuff: Started reorganising scene/world objects and changed some game init code.
5 Years Ago
Fixed and cached a bunch of UI stuff that was making it really slow to select/deselect units.
5 Years Ago
Show producable item ingredient icons. More PlayerResources stuff.
5 Years Ago
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.
5 Years Ago
doc
5 Years Ago
Produceable item UI stuff now shows max craft counts for items.
5 Years Ago
created duplicate tile set for terrain stuff, added script to automatically swap and reassign tile parameter
5 Years Ago
more tileset cleaning
5 Years Ago
cleaning up template tile set, removing unused tile, creating duplicate model set for WIP terrain work
5 Years Ago
Small homes now require sticks not wood
5 Years Ago
Crafting UI improvements
5 Years Ago
more PlayerResources stuff. WIP entity producer UI improvements.
5 Years Ago
wip PlayerResources refactor, refresh event, update timings, etc.
5 Years Ago
updated HDRP/ASE, rebuilt shader
5 Years Ago
Entity producer UI changes. wip terrain stuff for blocking interactions.
5 Years Ago
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
5 Years Ago
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.
5 Years Ago
Human stick carry capacity fix. Task markers now only show failed reason on task icon hover.
5 Years Ago
Fixed water resource nodes spawning on unreachable terrain. Added TerrainUtils.GetClosestNavMeshPoint.
5 Years Ago
Fix some interactions not working because there's no fog of war setup at the moment
5 Years Ago
Job markers now show failure reason text
5 Years Ago
Show collect job task markers.
5 Years Ago
Show max capacity values on storage UI
5 Years Ago
Docs
5 Years Ago
Reduced scale of unstartable task markers
5 Years Ago
Missing upgrade stuff
5 Years Ago
Upgraded unity Upgraded unity
6 Years Ago
WIP occlusion cave fading
6 Years Ago
WIP tweak camera orbit
6 Years Ago
tweaked camera Y + smoothing based on distance, updated ASE Merge branch 'master' of BeforeProto
6 Years Ago
upgraded
6 Years Ago
more more
6 Years Ago
update project to 2019
6 Years Ago
camera zoom setup, adding speed modifier depending on the zoom level
6 Years Ago
WIP camera following terrain elevation Merge branch 'master' of BeforeProto
6 Years Ago
more
6 Years Ago
and more
6 Years Ago
more
6 Years Ago
more experimenting
6 Years Ago
update terrain cave shader system, simplified pieces merge, WIP terrain camera stuff merge
6 Years Ago
stat/modifier
6 Years Ago
more wip