repobeforecancel

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

10 Years Ago
Fixed SaveHook path error
10 Years Ago
- Renamed Biome to BiomeAsset - Folded GraphicsOptions into GameOptions.Graphics (class is too big, will split to partial) - Removed PlayerQualityControls and moved the dynamic shadow distance method to PlayerCameraEffects - Updated GSD and GDS - Renamed UnitViewHuman to HumanView and moved some files around in the Gameplay/Units folders - Expanded UnitViewEditor and derived HumanViewEditor
10 Years Ago
- Smart Object part of the SOv3 now implemented. - Agent of SOv3 reorganized. - Effects improvements and changes. - Need improvements. - Actions and Action Chains generalized and shared for all purposes. - Added Incentives. - Triggers improved.
10 Years Ago
-slight OCD fix on camelCasing
10 Years Ago
-clarified height-dampening factor only works in vectorcam
10 Years Ago
- More building shader tweaks - Cliff prefab cleanup (moved most components to the root) - Some NRE fixes in TerrainWeatherObject and TerrainBlendObject - Moving Editor scripts to /Editor folders in their respective/related script folders
10 Years Ago
Merge from ZoneResources
10 Years Ago
Rexported all building assets because Unity is a prick (╯°□°)╯︵ ┻━┻
10 Years Ago
merged with main
10 Years Ago
Moving building assets around
10 Years Ago
- Cleaning up Content/Buildings assets, re-exported everything to use new material setup. - Added Before/Building shader - Nuked some un-used/old utility scripts
10 Years Ago
- Deleted some old un-used ThirdParty stuff - Added Custom Handles third party plugin, fixed an error in it's code related to API changes in the 5.1 beta
10 Years Ago
- Fleshing out the Building stuff, adding BuildingView and view handling to Building. - Fixed some issues with prefab creation through the BeforeEditor Buldings tab. - Added support for multiple BuildingView prefabs for each Building. - BuildingView skin handling stuff - Refactored PlayerBuildingControls to work with the new Building asset setup. Currently loads all BuildingAsset files on load
10 Years Ago
pretty hacky (but hey, it's just debug purposes) way to facilitate testing and working on, different types of camera. You can now chose a cameraType on the player, that will cause the camera to use different late_update /zooming systems, so you can switch the camera without copypasting in files, and whilst flying around.
10 Years Ago
simple name change for ZoneResources to ResourcesManager, in Before and GSD
10 Years Ago
Got Building prefab creation through BeforeEditor working properly
10 Years Ago
something was quite off in the (vector) camera, massaged it until it was fine again, and it is working quite nicely with zooming now!
10 Years Ago
Replaced FXAA with SMAA in GraphicsOptions
10 Years Ago
Added Third Party SMAA (https://github.com/Chman/SMAA-Unity)
10 Years Ago
Building Editor tweaks
10 Years Ago
First stab at the VectorStick camera
10 Years Ago
Groundwork for Buildings as ScriptableObject assets, added to BeforeEditorWindow with listing and creation form.
10 Years Ago
Disabled orbit key jumpto test
10 Years Ago
- Reverted to prevsion revision of PlayerCameraControls - Fixed Unit_Human prefab not having a Human component
10 Years Ago
Meta
10 Years Ago
Moving all Unit settings, prefab and view assets into Resources/Units
10 Years Ago
- NameGenerator cleanup - Added Human:Unit class holding HumanInfo for name and other textual data - Added some delegates for singular unit selection to help with UI widget display - Cleaned up Tribe and added generated unit name assignment - TOD Tweaks
10 Years Ago
- NameGenerator improvements. All names are unisex for now.
10 Years Ago
- Splitting the Before Editor into partials, added NameGenerator tab - Improved NameGenerator a lot, it's not fucking stupid now :D - Renamed Alert to Notification (PlayerNotifications) - Updated GSD
10 Years Ago
ActivityManager now saves properly, with GameManager and the whole game.
10 Years Ago
Basic male name generator stuff.
10 Years Ago
- Updated TOD - Organising UI widgets a bit, adding Widget classses for the player selection rect and time controls - Moved the GameSpeeds enum and associated properties to GameManager - TOD tweaks
10 Years Ago
ActivityManager saves and loads, tho it doesn't do so when saving/loading the whole game. But it is added as an Extension to GameManager, which was also adapted to save/load with it.
10 Years Ago
Fixed oddness with 0s becoming -1s when save/loading
10 Years Ago
- Improved overlay blending in Before/Water shader - GameManager.GameState property setter now forwards to UIManager.ChangeUiScreen, handling all top level screen changes - Some preliminary work on PlayerAlerts and Alert class - Various code style/layout consisteny updates
10 Years Ago
Renamed ActivityLogger to ActivityManager, and some work on saving that.
10 Years Ago
I managed to do so, and it works!
10 Years Ago
some cleanup, and an attempt to save GroupActivity (not sure how to spawn me a group to test tho :D )
10 Years Ago
cleanup
10 Years Ago
Added ignore for a debug folder where I can stuff dirty test scripts, without Plastic harassing me with gusto.
10 Years Ago
added a custom editor for tester to save/load
10 Years Ago
got WorldActivity to save and load
10 Years Ago
Cleaning up a bit, or breaking shit...
10 Years Ago
Adding Activity variants to persistence, need second opinion
10 Years Ago
- Moved the machine-name quality setting stuff to GraphicsOptions (because that actually makes sense) - Removing the "3d" stuff from InfluenceMap - InfluenceMap.Image is now flipped so it actually matches up with the underlying zone - Cleaned up InfluenceMap update routines but they're slow as hell anyway
10 Years Ago
- Added a line on PlayerQualityControls which sets quality preset based on machine name, for better performance when working on laptop (maurizio take note) - InfluenceMap now uses a greyscale gradient, for easier value sampling - Added some preliminary SampleMap methods to ZoneInfluence - Added support for influence maps updating at different intervals in ZoneInfluence
10 Years Ago
- Fixed an issue with ZoneSeasons being unable to access season information (list of seasons is now stored in ZoneSeasons instead of via an accessor in Biome) - FloraGroup now grabs materials from its prefab list during Zone startup - GameManager makes sure Timescale is 1 on Awake (avoids a rare case of timescale being 0 after editor crash) - TOD settings tweaks - Camera PP updates - Ocean shader + prefab tweaks
10 Years Ago
Some final improvements to the implementation of Effect Action.
10 Years Ago
Re-exported all cliff assets with "b" variants (fipped with opposite ground mesh removed to reduce issues with navmesh baking)
10 Years Ago
- FloraGroup material operations are now fired by ZoneSeasons on init, materials get copied and assigned per zone. - Tweaked Before/Water shader a bit (opaque for now because fuck you fog bug) - Updated tree prefabs with FloraPrefab component - TOD tweaks