repobeforecancel

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

9 Years Ago
Finally, a single base Activity can be written to file, and then read again.
9 Years Ago
Working on FloraGroup/FloraPrefab material duplication on a per biome/zone basis at runtime
9 Years Ago
Got building all the dlls for persistence working.
9 Years Ago
Trying to get activities to be persistent
9 Years Ago
Split PlayerUnitControls into a partial
9 Years Ago
Player prefab updated
9 Years Ago
Cleaning up PlayerCameraEffects, moved CameraEffect class out to it's own file, added PauseBlurEffect
9 Years Ago
UI options fix in startup scene
9 Years Ago
Fleshing out and testing how Effect Action works together with Need and Trigger.
9 Years Ago
PlayerCameraControls+Input uses GetAxisRaw instead of GetAxis
9 Years Ago
little cheats to start up faster.
9 Years Ago
- PlayerUnitContols now handles LOI SO placement for selected units - SmartObject.initalize() now accepts an array of Agents to subscribe on init - LOI SO Prefab now accepts multiple Agent subscriptions - Replaced some Time.time usage in PlayerUnitControls with Time.unscaledTime
9 Years Ago
- 5.1.0b4 - Super important pixel art loading man. - Moved AI scripts folder up a level
9 Years Ago
Merge from unit_selection_revamp
9 Years Ago
- Removed Screenshot component from Player/Camera - Tweaked PlayerCameraControls Zoom.MinDistance
9 Years Ago
merge from main (keeping my changes)
9 Years Ago
- Reworked the MenuUI to function as both Screen and Modal. The Menu is now shared between InGame and Menu GameStates - Made GraphicsOptionsWidget handle option miniupulation direclty through script, less reliance on prefab-vulnerable event setup crap - PlayerBuildingControls now allows for indepedant position and rotation control (click to confirm position, then rotate using the mouse and click again to confirm) - Improved handling of mutli-select and rect select, exposed states to other systems in order to avoid input conflicts - Fixed Wall creation not working - Added Obstacle component to spiked wall building prefab - Added Debug section to GameOptions - Renamed unit_so_test scene to greenbox - Nuked some old terrain assets
9 Years Ago
- Drag rect unit selection works now - Cleaning up selection generally, removing unnessary delegate params and simplifying where possible
9 Years Ago
more reasonable minimum distance
9 Years Ago
Added ctrl + shift deselect when there are multiple units selected
9 Years Ago
- PlayerTimeControls now correctly toggles the correct UI Toggle for each gamespeed - Made multiple select using left shift key work properly - UnitInteractionStates now duplicates the Unit projector material
9 Years Ago
merge from main
9 Years Ago
Some human test assets
9 Years Ago
Unit selection tinkering (multi selection groundwork)
9 Years Ago
More work on SOv3. Fleshing out more classes, rewriting for Trigger Manager based Cycle when adding Needs and Effects to Agents... generally working towards stitching everything together.
9 Years Ago
- Updated TOD - Merged from CameraTest
9 Years Ago
testing another camera mode
9 Years Ago
updated prefabs, and adding files I forgot to add.
9 Years Ago
Harvesting 'works', and resources regenerate, and stuff that should be called, is generally called
9 Years Ago
9 Years Ago
readded check for modalState
9 Years Ago
Merge from camera testing
9 Years Ago
9 Years Ago
Skydome Light normal bias fix
9 Years Ago
Player Prefab camera offset fix
9 Years Ago
Merged in Input changes for orbit, also double click handling for zoom/move
9 Years Ago
Merge from main (ignoring camera changes)
9 Years Ago
Some shader test and human assets. Moved player prefab to outside /Resources
9 Years Ago
Focal point now raises and lowers based on 8 points around it. if the camera is too low on the ground, it keeps the focal point up too, so that it doesn't instantly jerk back down when falling off.
9 Years Ago
Reworked Attribute for SOv3.
9 Years Ago
A little cleanup and rebinding some keys (orbit uses Alt, drag/move now RMB)
9 Years Ago
- Added double click handling to PlayerCameraControls and a double click move/zoom using JumpTo. - Reverted to "old" camera movement but with adding dampening value for the Y value (for now).
9 Years Ago
Made the focal point fundamentally move on its own, and average its height between a few rays. It works very fine unless you zoom full in and walk off a cliff.
9 Years Ago
Player follows ground height
9 Years Ago
EffectAction baseclasses set up for Effect + Trigger baseclass for Effect and Need.
9 Years Ago
Fleshing out Effects and Needs.
9 Years Ago
Started fleshing out Smart Object v3
9 Years Ago
- Updated TOD
9 Years Ago
another attempt, this time with twice as many hacks! (2)
9 Years Ago
- Expanded GameOptions to work as a Manager, currently holding game speed options used in PlayerTimeControls. - Cleaned up the Globals heirarchy a bit, fixing some UI issues and making padding values for screens and modals more consistent - Fixed the Quit modal not working - Made sure we are using the correct "black" color value on transitions and overlays - GameManager now skips Startup UI screen properly when playing in editor - Added a DebugCamera prefab to startup scene (not functional yet) - Overriding UIScreen.IsActive in MenuUI to ensure that the LoadGame button is updated correctly in accordance PersistanceManager.has_savegame_to_load; - Updated GameSaveData for new types (GameOptions) - Fixed potential issue with destroying WeatherVolume objects in WorldWeather