19,298 Commits over 1,614 Days - 0.50cph!
Refactoring EntityComponentSettings storage in EntitySettings
Added new UI for EntityComponent management in BeforeEditor
Removed BiomeMaterialObject components from tree prefabs
Misc editor cleanup
Split BeforeEditorTab into a partial for easier working with ViewManagement code
Fixed bug with ViewMangement for Species/Entities with preset views
Moved Creation of SpawnPopulations out of Zone+Ecology and into BiomeSettings
Spawn handlers created in Zone+Ecology no longer tick/respawn
Removed old UnitManager_OnMinute method
Fixed so that decisions that score 0 or less will always be rejected by DM.
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.
Added Species Consideration and a Human Only example of it.
UnitManager call TickUnits via TOD_Time.OnMinute
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
removed trees from island003, painted some forest topology map areas
Added rocks/bank01 mesh
Added some layer culling code for testing
Tweaks
Species ecology/topology spawn settings tweaks and island001 toplogy updates
SpawnHandler tweaks. Player tribe should always get spawned now.
Units will automatically move themselves to a nearby valid navmesh position on init
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)
-unbroken building. Also new dlls for vs cause vs/unity does that.
-crazy maths for arrow trajectory. Arrows do fly nicely to their target at any height tho.
Added Machine EntityComponent and settings, MachineFunction WIP.
Minor refactoring and clenaup fof Entity and derived classes, moving functionality around. Cleaned up Action a bit
BiomeMaterial lib/object/settings tweaks, game runs again.
Biom mat library tweaks, and view management fixes. Nuked trees so I can merge from Peturs branch cleanly
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
Added EntityView base class
Before Editor: Improvements to view creation and management (better prefab creation, storing of asset paths etc)
Merge from Mr Tree's Wild Ride
Paintover island mesh test thing
Better (flatter) vertex shading on leafboards.
Cleanup. Billboard tint stuff.
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
Added some more Button draw methods to BeforeEditorLayout (colors!)
BeforeEditorTab ViewMangement improvements/tweaks
Added spawn dithering thing to species settings
Tweeaaaaaaaaks
Enabled rigidbodies on items again
BeforeDebug/Entity View window retains selection after player selection is cleared
Terrain texture cleanup. terrain_grass_highpass.tga has heightmap for blending in alpha channel
Fixed GoTo button in BeforeEditor.DrawAssetEnum()
Improved BeforeEditor DrawAssetViewsManager, cleaned up some crappy code and added prefab previews
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