19,298 Commits over 1,614 Days - 0.50cph!
Fixed SaveHook path error
- 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
- 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.
-slight OCD fix on camelCasing
-clarified height-dampening factor only works in vectorcam
- 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
Rexported all building assets because Unity is a prick (╯°□°)╯︵ ┻━┻
Moving building assets around
- Cleaning up Content/Buildings assets, re-exported everything to use new material setup.
- Added Before/Building shader
- Nuked some un-used/old utility scripts
- 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
- 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
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.
simple name change for ZoneResources to ResourcesManager, in Before and GSD
Got Building prefab creation through BeforeEditor working properly
something was quite off in the (vector) camera, massaged it until it was fine again, and it is working quite nicely with zooming now!
Replaced FXAA with SMAA in GraphicsOptions
Added Third Party SMAA (https://github.com/Chman/SMAA-Unity)
First stab at the VectorStick camera
Groundwork for Buildings as ScriptableObject assets, added to BeforeEditorWindow with listing and creation form.
Disabled orbit key jumpto test
- Reverted to prevsion revision of PlayerCameraControls
- Fixed Unit_Human prefab not having a Human component
Moving all Unit settings, prefab and view assets into Resources/Units
- 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
- NameGenerator improvements. All names are unisex for now.
- 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
ActivityManager now saves properly, with GameManager and the whole game.
Basic male name generator stuff.
- 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
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.
Fixed oddness with 0s becoming -1s when save/loading
- 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
Renamed ActivityLogger to ActivityManager, and some work on saving that.
I managed to do so, and it works!
some cleanup, and an attempt to save GroupActivity (not sure how to spawn me a group to test tho :D )
Added ignore for a debug folder where I can stuff dirty test scripts, without Plastic harassing me with gusto.
added a custom editor for tester to save/load
got WorldActivity to save and load
Cleaning up a bit, or breaking shit...
Adding Activity variants to persistence, need second opinion
- 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
- 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
- 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
Some final improvements to the implementation of Effect Action.
Re-exported all cliff assets with "b" variants (fipped with opposite ground mesh removed to reduce issues with navmesh baking)
- 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