repobeforecancel

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

10 Years Ago
Finally, a single base Activity can be written to file, and then read again.
10 Years Ago
Working on FloraGroup/FloraPrefab material duplication on a per biome/zone basis at runtime
10 Years Ago
Got building all the dlls for persistence working.
10 Years Ago
Trying to get activities to be persistent
10 Years Ago
Split PlayerUnitControls into a partial
10 Years Ago
Player prefab updated
10 Years Ago
Cleaning up PlayerCameraEffects, moved CameraEffect class out to it's own file, added PauseBlurEffect
10 Years Ago
UI options fix in startup scene
10 Years Ago
Fleshing out and testing how Effect Action works together with Need and Trigger.
10 Years Ago
PlayerCameraControls+Input uses GetAxisRaw instead of GetAxis
10 Years Ago
little cheats to start up faster.
10 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
10 Years Ago
- 5.1.0b4 - Super important pixel art loading man. - Moved AI scripts folder up a level
10 Years Ago
Merge from unit_selection_revamp
10 Years Ago
- Removed Screenshot component from Player/Camera - Tweaked PlayerCameraControls Zoom.MinDistance
10 Years Ago
merge from main (keeping my changes)
10 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
10 Years Ago
- Drag rect unit selection works now - Cleaning up selection generally, removing unnessary delegate params and simplifying where possible
10 Years Ago
more reasonable minimum distance
10 Years Ago
Added ctrl + shift deselect when there are multiple units selected
10 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
10 Years Ago
merge from main
10 Years Ago
Some human test assets
10 Years Ago
Unit selection tinkering (multi selection groundwork)
10 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.
10 Years Ago
- Updated TOD - Merged from CameraTest
10 Years Ago
testing another camera mode
10 Years Ago
updated prefabs, and adding files I forgot to add.
10 Years Ago
Harvesting 'works', and resources regenerate, and stuff that should be called, is generally called
10 Years Ago
10 Years Ago
readded check for modalState
10 Years Ago
Merge from camera testing
10 Years Ago
10 Years Ago
Skydome Light normal bias fix
10 Years Ago
Player Prefab camera offset fix
10 Years Ago
Merged in Input changes for orbit, also double click handling for zoom/move
10 Years Ago
Merge from main (ignoring camera changes)
10 Years Ago
Some shader test and human assets. Moved player prefab to outside /Resources
10 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.
10 Years Ago
Reworked Attribute for SOv3.
10 Years Ago
A little cleanup and rebinding some keys (orbit uses Alt, drag/move now RMB)
10 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).
10 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.
10 Years Ago
Player follows ground height
10 Years Ago
EffectAction baseclasses set up for Effect + Trigger baseclass for Effect and Need.
10 Years Ago
Fleshing out Effects and Needs.
10 Years Ago
Started fleshing out Smart Object v3
10 Years Ago
- Updated TOD
10 Years Ago
another attempt, this time with twice as many hacks! (2)
10 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