19,298 Commits over 1,614 Days - 0.50cph!
Renamed WeatheType > WeatherSettings
Removed "use native pathfinding" option from Agent
Removed AStar Pathfinding
Renamed UnitAsset > UnitSettings
-First pass at resources understanding MVC, having their own settings asset, skins, etc.
-removed MediumShelter that was not yet defined and broke the building system.
Fix for UIEditorWindow not finding the top level UIScreen gameobjects on init
-renamed BuildingAsset to BuildingSettings, to be in line with everything else
Merge from Smart Objects v3/Editor
Added Agents tab to BeforeEditor
All SOv3 data types can now be created, editing, copied and deleted in the BeforeEditor window.
Renaming some Actions
Added ConditionMeasurements enum class (switching on front end condition editor)
General improvements
Fixed re-orderable list onAddDropdownCallback not deleting stuff on the asset properly
BeforeEditor now has a static instance property
BeforeEditor layout updates, better categorisation of assets for each view
-Added an IResourceView interface we could eventually use for plant-life having its view controlled by the resource
-Merged in ptrefall's A Murder of Enums
Fixed ReorderableList remove button issue in BeforeEditorIncentiveTab
More tweaks and cleanup
ReorderableList stuff for IncentiveSettings
Re-orderable list groundwork
Merge from SOv3 parent
Removed enum types from SOv3.
Create form tweaksn and attribute field name fix
- BeforeEditor.SelectAsset() now adds all SerializedProperties to the dict.
- Addition Condition type AttributeCondition
-First pass at making SOs understand Resources.
Cleaning up tabs a bit, fixed NRE when getting derived types
Abstract settings clases now implement IComparable for selection in BeforeEditor tabs (Actions/Conditions/Triggers)
-merged from SOv3 so we're not all working on the same branch
Started moving away from enums.
- Attribute Type removed and replaced with ScriptableObjectExt "Hashed Id" and AttributeSettings as parameters.
Updated Enum generation methods in BeforeEditor to work with SOv3 assets. (shouldn't conflict with the hardcoded types)
Split GameOptions into a partial
Attribute/Need/Effect/SmartObject creation through BeforeEditorWindow (just the asset + name, no data editing yet)
- Fixed repaint error in BeforeEditorWindow
- Added support for editing assets "properly" using SerializedObject/Property to BeforeEditorTab
BeforeEditorTab asset creation form base method/layout added
- Added BeforeEditorTab class for better tab mangement in BeforeEditor (BeforeEditor partials now seperate classses derived from BeforeEditorTab)
- 5.1.0b5
Added UIWditorWindow for quick toggling of top level screens
- Fixed issue with GameOptions.Graphics not working
- Some ActivityManager cleanup
- More NotificationsWidget tweaks (destroy on timeout)
Groundwork for UI notifications
-UIManager listens for units, to test stuffs.
- Added new HumanMale asset, removed all old art and animation data. Setup new humanoid avatar and controller
- Fixed some UnitView bugs, and added a Setup method to assign various mesh/skin fields (will move to editor/prefab)
UnitView and Startup scene fixes
-added getter for Type in IActivity cause it's convenient to expect all IActivities will have a Type.
-adapted Activity.cs to provide such gettersetter.
-made ActivityManager into an event manager of sorts, so you can now subscribe different kinds of activity and be informed whenever one of them gets added to the ActivityManager