19,298 Commits over 1,614 Days - 0.50cph!
-Player no longer blocks PlayerComponent exection if GameManager.IsPaused == true (allows for individual components to remain functional while the game is paused, thus you can pause with P but still move the camera)
- Renamed Scenes/Islands to Scenes/Game
- Moved startup_scene to Scenes/ root
- Baked a new navmesh for island-0001
- Stopped SceneSaveHook adding Scenes/Game/template_scene to the game_scenes.txt list
- Updated SceneCreationWizard to match new file structure
- Adding some debug for GameManager Pause and Resume methods
Moved PlayerBuildingControls.Wall it it's own file in Buildings/Wall.cs
- Added a simple MergeSceneWizard
- World now included in startup_scene (removed game_bootstrap scene)
- Removed mainmenu_scene, no longer loading a scene background (to be replaced with a new world on first startup, or the last save's game world)
- Re-enabled WorldWeather spawning and fixed some issues with WeatherVolume's not picking a WeatherType
Fixed some Logs that were accidentally renamed to LogError during removal of MonoBehaviourExt
Disabling ZoneEcology spawning checks while I fix shit
Actually removing the file
Begone, MonoBehaviourExt.
Fixed Unit scale modifiers in spawn routines.
- 5.0.1 for top lels
- Interior transition fix (was checking for wrong CameraMode)
Added Temperature attribute, which required some modification to the Attribute Simulator.
Preparing for fulfilling warmth need.
Added Simulator field to the Attribute editor
Quick fix for NavAgentMoveRandom using Group.AverageUnitPosition
Random wandering now uses average position of units in the group. Really dirty implementation because I couldn't work how to do it through IGroup properly :3
Improved handling of widgets in UnitDebug modal
First commit into Decision branch.
Worked in a more robust ID scheme for Buildings (for save/load).
Fixed Building issue causing loading not to work.
- Fixed Unit.Asset not being assigned during spawning in Group
- GameManager.SubScenes list gets cleared on exiting to menu
- Dynamic shadow distance in PlayerQualityControls only works in-game now
- Fixed Player being destroyed when exiting the game to menu
- Fixed Pause modal not working properly
- Fixed EditorOnly not being destroyed when loading the game from the menu
- Re-generated Groups data
Merged from Persistence branch.
Fixed terrain normal and navmewsh bake for unit_so_test scene
Initial merge from main to persistence branch.
ZoneSeasons now uses TOD_Time events to trigger season changes
GameManager destroys existing scene EditorOnly stuff when loading from a game scene
Fixed another issue with LoadGameFromSubscene...
Restoring unit_so_test terrain asset file that got corruped somehow
Unit selection fix (anim controller "None" state being triggered properly when not unit selected or hovered)
Quick fix for selection projectors always showing.
- Downgraded back to 5.0.0f4
- Bound keys 1,2 and 3 to preset game speed controls (1x, 5x, 12x timescales)
- Player.Instance no longer self instantiates in the getter... (to solve isssues with Player being loaded in startup_scene)
- Added some timecontrol UI assets
Added ability to remove specular from terrain and terrain-blend shaders; zero spec = no spec
Added deferred shader override to Graphics Settings
- Fix for ZoneSeasons in-editor Update, season changes work properly now without occasional NREs
- ZoneEcology spawning disabled while methods are re-worked
NavAgentMoveRandom picks positions actually relative to the parent transform
Upgraded Persistence branch to 5.1b1 in preparation for merge.
Fixed terrain/terrain-blend shader errors
Fixed NFAA shader warning
Disabled snow accumulation vertex offset; to get projectors working again
Removed StandardTerrain-BaseMap
Commented out ZoneSeasons editor only Update stuff
WIP Unit selection projector stuff
PlayerTimeControl persisted.
Some more informative error logging and minor tweaks.
- Interior/Exterior transition first working prototype.
- Added some terrain to test map, updated navmesh
- Unit selection is broken (???)
- UnitView doesn't get properly scaled on instantiation?