19,298 Commits over 1,614 Days - 0.50cph!
Exposing Agent Needs and Attribute lists
Tweaking Unit Selection a bit
Updated UnitDebug scripts
-little helper class for the editor
-a very generic attempt at making an harvesting action. It's possibly not the right way, but at least that way people can point, laugh, and explain :D
-readded biome to greebox
-possibly hopefully fixed my VS going mad all the time.
Added AgentType enum and field to AgentSettings
Agents editor now uses AgentType for categorisation
SpeciesSettings hold groupAgentSettings, used by GroupSpawner when creating species-based groups
Added Tribe Agent
Removed IGroup
UnitInfo cleanup, (moved out of Unit class, etc)
Tribe maintains list of available names for Human Members
GroupSpawner now inits Unit and Agent
Renamed AIManager to AgentManager
Added SmartObjectManager to Globals object
Removed SmartObjects references in AgentManager
GameManager tweaks
- Implemented GroupSpawner system - uses old Group spawning code. Spawners get created by ZoneEcology from the Biome.SpeciesList
- Added some placeholder unit/view prefabs for Human
Disabled Unit selection routines in Player
Removed SOv3 namespace
Removed all SOv2 code
Got everything compiling
-merged with main
-fixed Resource view creation
-created 3 new Pine views with the new system.
Added button to fire RefreshAssets to DrawAssetListing in BeforeEditorTab
AssetGroup creation from Enum values in Building/Species and Resource editor tabs
Re-assigned Pine resource views
Resources and Editor cleanup
Some merge cleanup and asset listing tweaks
-cleanup of branch
-added new test resource made with editor
-tweaking and prettification
Added optional unique param to ReorderableListDrawer, for unique lists
- BeforeEditor updates, cleaning up tab setup a bit (removed title constructor bullshit)
- A little more work on SpeciesSettings and the editor for them
-Resources have a nice editor window for views now, with views being selectable per ResourceStates.
Editor path fixes and Species creation
Resources folder cleanup. Updated BeforeEditor paths
Updated BeforeEditorBuildingTab asset editing and view creation.
-cleanup in LoadGameFromSubscene
-added possibility to view, add and remove Incentives in the resource creator in editor.
-committing skeleton of Resource building tab before Unity eats it.
NRE fix in BeforeEditorTab
-merged with main
-fixed greenbox map not working(stuck on loading screen) 'cause no biome was assigned to it
-minor fixes onto the view prefabs again
Nuking old biomes, fixing biome assignment in game scenes. Removed island0003-quick.scene
Fixed Canvas sorting issue introduced with 5.1.0f1 (not sure if working as intended, child transforms (containers) of the main canvas required their own canvas component with sorting set to override to work with the overlay camera mode
-tagged the controller as Tree, and Layered the whole thing to Trees rather than Buildings. Wondered about moving the resourceaffector onto the model, but maybe that's not the right thing to do.
-and promptly forgot to add them
-made more view prefabs for the tree different pine types, in the meantime
-added a temporary pine mesh on the pine model, so you can still place (and see) pines in editor. Gets destroyed at runtime. Temp solution I guess!
-made a script to swap in all the old treeprefab for new Resource trees. (Could/should be extended for resources to know its treetype, and respect the old one I guess, after discussion)
-readding in the resources that were moved and not added in the last commit -_-
-fixed spawning of the resourcePine being offset compared to its parent.
Added World header and buttons to editor
Added Biome and Weather tabs to the editor