19,298 Commits over 1,614 Days - 0.50cph!
Finally, a single base Activity can be written to file, and then read again.
Working on FloraGroup/FloraPrefab material duplication on a per biome/zone basis at runtime
Got building all the dlls for persistence working.
Trying to get activities to be persistent
Split PlayerUnitControls into a partial
Cleaning up PlayerCameraEffects, moved CameraEffect class out to it's own file, added PauseBlurEffect
UI options fix in startup scene
Fleshing out and testing how Effect Action works together with Need and Trigger.
PlayerCameraControls+Input uses GetAxisRaw instead of GetAxis
little cheats to start up faster.
- 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
- 5.1.0b4
- Super important pixel art loading man.
- Moved AI scripts folder up a level
Merge from unit_selection_revamp
- Removed Screenshot component from Player/Camera
- Tweaked PlayerCameraControls Zoom.MinDistance
merge from main (keeping my changes)
- 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
- Drag rect unit selection works now
- Cleaning up selection generally, removing unnessary delegate params and simplifying where possible
more reasonable minimum distance
Added ctrl + shift deselect when there are multiple units selected
- 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
Unit selection tinkering (multi selection groundwork)
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.
- Updated TOD
- Merged from CameraTest
testing another camera mode
updated prefabs, and adding files I forgot to add.
Harvesting 'works', and resources regenerate, and stuff that should be called, is generally called
readded check for modalState
Merge from camera testing
Skydome Light normal bias fix
Player Prefab camera offset fix
Merged in Input changes for orbit, also double click handling for zoom/move
Merge from main (ignoring camera changes)
Some shader test and human assets. Moved player prefab to outside /Resources
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.
Reworked Attribute for SOv3.
A little cleanup and rebinding some keys (orbit uses Alt, drag/move now RMB)
- 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).
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.
Player follows ground height
EffectAction baseclasses set up for Effect + Trigger baseclass for Effect and Need.
Fleshing out Effects and Needs.
Started fleshing out Smart Object v3
another attempt, this time with twice as many hacks! (2)
- 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