repobeforecancel

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

9 Years Ago
Fixed SaveHook path error
9 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
9 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.
9 Years Ago
-slight OCD fix on camelCasing
9 Years Ago
-clarified height-dampening factor only works in vectorcam
9 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
9 Years Ago
Merge from ZoneResources
9 Years Ago
Rexported all building assets because Unity is a prick (╯°□°)╯︵ ┻━┻
9 Years Ago
merged with main
9 Years Ago
Moving building assets around
9 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
9 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
9 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
9 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.
9 Years Ago
simple name change for ZoneResources to ResourcesManager, in Before and GSD
9 Years Ago
Got Building prefab creation through BeforeEditor working properly
9 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!
9 Years Ago
Replaced FXAA with SMAA in GraphicsOptions
9 Years Ago
Added Third Party SMAA (https://github.com/Chman/SMAA-Unity)
9 Years Ago
Building Editor tweaks
9 Years Ago
First stab at the VectorStick camera
9 Years Ago
Groundwork for Buildings as ScriptableObject assets, added to BeforeEditorWindow with listing and creation form.
9 Years Ago
Disabled orbit key jumpto test
9 Years Ago
- Reverted to prevsion revision of PlayerCameraControls - Fixed Unit_Human prefab not having a Human component
9 Years Ago
Meta
9 Years Ago
Moving all Unit settings, prefab and view assets into Resources/Units
9 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
9 Years Ago
- NameGenerator improvements. All names are unisex for now.
9 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
9 Years Ago
ActivityManager now saves properly, with GameManager and the whole game.
9 Years Ago
Basic male name generator stuff.
9 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
9 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.
9 Years Ago
Fixed oddness with 0s becoming -1s when save/loading
9 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
9 Years Ago
Renamed ActivityLogger to ActivityManager, and some work on saving that.
9 Years Ago
I managed to do so, and it works!
9 Years Ago
some cleanup, and an attempt to save GroupActivity (not sure how to spawn me a group to test tho :D )
9 Years Ago
cleanup
9 Years Ago
Added ignore for a debug folder where I can stuff dirty test scripts, without Plastic harassing me with gusto.
9 Years Ago
added a custom editor for tester to save/load
9 Years Ago
got WorldActivity to save and load
9 Years Ago
Cleaning up a bit, or breaking shit...
9 Years Ago
Adding Activity variants to persistence, need second opinion
9 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
9 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
9 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
9 Years Ago
Some final improvements to the implementation of Effect Action.
9 Years Ago
Re-exported all cliff assets with "b" variants (fipped with opposite ground mesh removed to reduce issues with navmesh baking)
9 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