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

9 Years Ago
TerrainConfig ref stored in BiomeSettings, updated ZoneEditor to make sure any TerrainMeta components in children have their config refs updated when changing Biome
9 Years Ago
build settings
9 Years Ago
FloraPrefab OnEnable stuff removed, new FloraPrefabs and RockPrefabs now register with ZoneSeasons for their material setup SpawnHandler tick now measured in TOD Hours (using TOD_Time.OnHour) Removed TerrainMeta Awake() logic, Init now called from the parent Zone Added Pine Tree Item + Resource asset Spawn tinkering
9 Years Ago
Added custom editors for SpawnHandler, GrassSpawn and DecorSpawn (YAY REFRESH BUTANS) Re-worked SpawnPopulation to support spawning ItemSettings assets via their Create() method Added ItemSettings.Create() overload with transform params Added some test spawn assets for trees and berry bushes NRE checks on some delegates in PlayerController
9 Years Ago
Before/SpeedTree*: changed Smoothness/Transmission map to TintMask/Transmission map; added support for masked tinting
9 Years Ago
Fixed smartobject_test scene
9 Years Ago
Nuked a virus of a tool
9 Years Ago
Made the terrain normal map bake a hybrid between the terrain-cliff and terrain-only approaches
9 Years Ago
-commented influence map file quite heavily -added a find maxima in radius function
9 Years Ago
Changed normal map bake to only include terrain
9 Years Ago
navmesh for island002
9 Years Ago
Mege from terrain_painting
9 Years Ago
Added the new systems to island-0002 and island-0003
9 Years Ago
Fixed grass being black
9 Years Ago
Merge from main
9 Years Ago
Added terrain painting overlay to terrain and terrain blend shaders Fixed various edit mode NRE logs
9 Years Ago
Fixed terrainBlendExt and terrain related shaders to work with new system
9 Years Ago
Made everything work Added a bunch of spawn tests to island-0001
9 Years Ago
Re-exported campfire and small hut views Fixed some issues with buildings Fixed container radial menu not clearing deposit interactions Fixed some issues with Item SO interaction mangement not working properly
9 Years Ago
tweaks
9 Years Ago
BuildingView skin handling tweaks
9 Years Ago
Missed the adds
9 Years Ago
- Added custom editor for ItemSpawner, with EXPLOSIONS - Human pickup and gather anims
9 Years Ago
Fixing dull TOD settings from my last commit
9 Years Ago
Moved Amplify Motion before Tint shift (sampling issues) Moved SMAA to after all the edge sensitive blur operations Increased Amplify Motion quality steps to 2 (still cheap) Improved motion blur post-process quality a bit (added depth threshold param); added to the changes above, looks much better imo
9 Years Ago
Changed TerrainBlendExtension from OnEnable to Start (I'll address this properly later, ignore it for now Diogo)
9 Years Ago
Made island-0001 the test scene for the new features
9 Years Ago
First version of terrain painting, water mapping, spawn handling, grass spawning and decor fiddling
9 Years Ago
Added custom speedtree shaders Before/SpeedTree* (SM3 only); fixed weird bug in the process Nuked BRDF file and merged into BeforePBSLighting; Replaced StandardWorld light model with a more flexible StandardBefore Edited custom deferred shader; a few tweaks all around
9 Years Ago
Fixed all Treefab(!) layers
9 Years Ago
- Converted Redwood texture assets to neutral grey so they can be colored - Added Island0003 and covered it in redwoods
9 Years Ago
-added influence thread manager under globals in startup_scene
9 Years Ago
-better threading/threadsafetying I think.
9 Years Ago
Nuked unused AtmosphericBlend script that doesn't even work :O
9 Years Ago
Updated to latest Amplify Color and Motion Disabled AM auto-register objs in Player Camera
9 Years Ago
Giant redwoods.
9 Years Ago
Reduced AO intensity, added back some color bleed, and reduced self bleeding toggled on
9 Years Ago
- Refactored unit items, attachments, flags and lots of related code a lot - Units can now drop items (player commandable via RMB on selected unit) - UIWidget now deals with animator fadeIn/Out and lets an AnimationBehaviour to deactivate the gameobject (w/fallback) - ItemComponent once again holds a list of InteractionSettings which get passed to the sibling SO on init - Improved ItemComponent SO Interaction mangement methods (they work now, lel) - Fixed shitty rotation on human male Rshoulder AP
9 Years Ago
-more work on the threaded map manager. -aside from the threaded bit needing to look up a vector3 (boo), which will need to be either processed or changed, the threading is threading fine now.
9 Years Ago
-some of the constants are being ignored vs constants passed in as arguments -threaded k-d generation is nearly really threaded!
9 Years Ago
-tehfancy infmap, first iteration.
9 Years Ago
-your humble subject, begs at your feet for merging with main, oh Dark Worldestroying Machine
9 Years Ago
-committing absolutely nothing, trying to get out of plastic hell
9 Years Ago
- Added Wolf species assets - Re-made all animal Animator Controllers
9 Years Ago
Tweaks
9 Years Ago
- PlayerController tweaks, better radial handling (no longer puts UI into a modal state) - Tweaked UnitInfo a bit, added Birth date set on init from TOD (offsetting starting units with a random age hacked in for now) - Refactored SmartObject interaction management methods, they now take params instead of a List of interactions, added an overload which takes string args
9 Years Ago
AO & tiltshift tweaks.
9 Years Ago
Fixed editor styles NRE
9 Years Ago
Moved editor styles to seperate file
9 Years Ago
- Added MinimumInteractionDistance to SO, dealt with in GoToSmartObject for now. - Fixed Item.DestroyItem coroutine not firing properly because the item was inactive - Added Obstacle componenets to various view prefabs