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19,298 Commits over 1,614 Days - 0.50cph!

10 Years Ago
10 Years Ago
Biome editor material library improvements. Enabled TOD Scattering on player camera prefab again (whoops)
10 Years Ago
FoliageTools updates, now resides under Tools menu > Process SPM Assets. Takes all SPM assets, consolidates materials, creates prefabs with NavMeshObstacle components using ST exported CollisionObject0 collider size, copies materials (with sensible names, using the Before/SpeedTree shaders, assinging TintMask textures if they exist) to Resources/Materials/Foliage for runtime tinting.
10 Years Ago
Moving all foliage assets around a bit, and renaming to match new conventions (type_family_variant_state_N)
10 Years Ago
Fixing shit.
10 Years Ago
Foliage tools scripts manual merge
10 Years Ago
Tools updates
10 Years Ago
Moving lots of foliage source files ;x
10 Years Ago
FoliageTools WIP.
10 Years Ago
Added back in pinetall02
10 Years Ago
10 Years Ago
Adds
10 Years Ago
WIP foliage tools
10 Years Ago
Cleaned up SpeciesSettings.Create method Biome tweaks, moved some material library methods out into BeforeEditor
10 Years Ago
More data type name consistency changes (GrassPopulation/DecorPopulation) Added Grass and Decor tabs to BeforeEditor
10 Years Ago
Moved Scripts/Graphics/Terrain to Scripts/World Renamed SpawnPopulation -> SpawnPopulationSettings
10 Years Ago
Fixed some issues with ResourceView not updating skin visibility properly Remade pine view prefabs Added ferns decor asset
10 Years Ago
Store layer name in EntiySettings derived assets and set in EntityView.Setup base method Set EntityComponent IsActive on init Wrap de/activation of ECs in conveniece methods for readability Consistency checks across all Entity derived types and their init routines (Unit remains an exception due to some older view creation code) EntiyView and derived classes cleanup
10 Years Ago
Removed unused ownerGroup and ownerController from Building BiomeMaterialObject now added to EntityView instead of Entity
10 Years Ago
Removed missing component from Player prefab Transform layers set in BuildingView and ItemView and ResourceView Moved Resource scripts out of /Entity
10 Years Ago
Cavemen now gather sticks and deposit them to an unfinished campfire autonomously.
10 Years Ago
SmartObject Subscribable fix (return true if any interactions enabled and subscription count < max sub count)
10 Years Ago
Currently all interactions of a Smart Object must be enabled for an SO to pass as Subscribable... picking up sticks now works.
10 Years Ago
Before Debug will now only show decisions that score higher than 0. Item no longer override the SO Trigger layer. Work in progress on getting units to consider picking up items (sticks in particular) when campfire is placed. Disabled Harvest DSE for DM while working on item pickup.
10 Years Ago
Fixed bug where placed buildings wouldn't be perceived as Smart Objects by Unit+Senses. Cleaned up some more Considerations. Added a IsInLayerMask extension to the TransformUtil. Modified the SetLayer in TransformUtil to take a bool on whether to propagate mask to children. Cleaned up some inconsistencies between using SetLayer and gameObject.layer. Cleaned up project to use IsInLayerMask over gameObject.layer ==.
10 Years Ago
Reverted terrain shader stuff for now to digest which version is superior Added LODGroup to some item views and tweaked foliage LODS... to basically no effect! Imported some LUTs
10 Years Ago
Clearing up some RadialMenu whackness
10 Years Ago
Fixed Resource not creating harvest interactions properly SmartObjec initalization happens earlier in Entity creation now, may or may not cause issues (can't remember why it was done at the end)
10 Years Ago
Cleaned up EntitySettings Create methods and overrides in species/item/building and resource
10 Years Ago
Resource is now an Entity rather that EntityComponent Fixed some bugs with view handling in BeforeEditor Fixed reorderable lists removing the wrong item in some cases Minor cleanup of SmartObjectSettings (made fields public)
10 Years Ago
Some fixes to DSE + Considerations.
10 Years Ago
Numerous editor tweaks and cleanup mostly around Consumables and Considerations Removed several partials from PlayerController, replaced with new generic handling of Entity interactions
10 Years Ago
Some Consideration cleanup.
10 Years Ago
10 Years Ago
Fixed issue with entities not being destroyed when they dont have a smartobject component Moved BuildingSkin out to it's own file, added skeleton for BuildingState Added MachineProcessEffect monobehaviour to track and manage effects created by Machines MachineProcess can now take additional input entities whilst running (to be made optional, but it works for fuel processing) FuelToEffect MachineProcess increases the duration of the process as more input is added (should also scale the size of its VicinityEffect) Cleaned up FX_Fire prefab a bit Basic effects stuff in MachineProcess
10 Years Ago
tweaks
10 Years Ago
More work on Machines. Added MachineProcessSettings, IMachineProcess and FuelToEffect process type. FuelToEffect takes and produces new VicinityEffect entities. Added IEntityContainer interface to simplify dealing with Entities that can have other Entities deposited or otherwise contained in them
10 Years Ago
Started work on Group+Knowledge and Tribe+Knowledge. Cached a lot of the common Consideration lookups at the Group level. Optimized Value of Harvest Consideration.
10 Years Ago
Fixed issues with SpeciesSettings.GetViewPrefab
10 Years Ago
Maybe forgot to save a thing
10 Years Ago
Tribe/TribeHub refactoring. TribeHub (what shitty name) gets created during Tribe.Initialize(), remains inactive until it is assosciated with a Building. This is done through PlayerController's building placement code at the moment. Buildings can be flagged as "CanAccessTribeHub" in their settings.
10 Years Ago
More performance tweaks in DM, specifically ValueOfHarvestConsideration caching of smartobjects that have a Building component
10 Years Ago
Moved ConsumableEffect class out of ConsumableSettings and ported handling of them to Agent Only SmartObjects with one or more free subscribtions are processed by DecisionMaker Some minor performance optimisation in Building requirement related methods
10 Years Ago
Tweaks
10 Years Ago
Tweaks
10 Years Ago
DM and Senses tweaks
10 Years Ago
Machine tinkering
10 Years Ago
Started on a Value of Harvest consideration, and created a new DSE "Harvest Score".
10 Years Ago
Removed UnityEditor directive in EntityComponent
10 Years Ago
Misc DM related stuff. Nothing actually working just yet.