19,298 Commits over 1,614 Days - 0.50cph!
- Working on Exterior/Interior camera transitions
- Some UI Cleanup
- Player pre-loaded in game_boostrap scene, now only one AudioListener ever (on Player)
- Added Open Sans font, removed old font prefabs from pre 5.x
- Couple of fixes to ZoneSeason editor only stuff
Biome Season now work probably in Editor (no transition, just using set_season() as TOD_Sky.Cylce.Month changes)
Moving Effects into a seperate tab in BeforeEditorWindow
- Updated to 5.1.0b1
- Fixed some API issues in ProCore plugin
- Remove some problematic Cecil PDB/MDB files (seems ok?)
- Improved override/inhertince display for UnitAsset species groups in the Before Editor window
- Clean up and various layout improvements for the Before Editor window
- Added remaining data to the Unit Editor (Ecology/Attributes/Colors)
- Fixed building placement issue
- Fixed building persistence issues
- Spotted a strange behaviour where Building's buildType is not properly persisted, without finding out why just yet.
- Added SSAO Pro
- More tweaks and cleanup for unit editor window
Unified Attribute and Unite editor windows into a single tabbed window. Started on improved Unit listing and editor display
AttributeEditorWindow improvements
Fixed UnitAassetEditor loading issue
Fixed attribute creation in Agent
- AttributeSettingsModifiers now AttributeModifier.
- AttributeModifier passed into Attribute constrcutor
Fixed UnitAssetEditor not saving AttributeSettingsModifiers
- Renamed Modifers to Effects
- Attribute/Need/Effect no longer monobehaviours, no trasnforms created under Unit prefabs
- AttributeSettings management moving to UnitAsset inspector (WIP)
- Lots of tweaks and cleanup accross relevant files
Initial work on UnitAssetEditor custom inspector stuff
Persisted PlayerBuildingControls
Persisted Building
Persisted Wall
Persisted Wall Section
Laid the groundwork to properly persist buildings and walls.
Unit AI, Agent and Attributes are now persisted.
Consistency cleanup for asset listing in editor windows
- Adding some more convenience and fuctionality to AttributeEditorWindow (inspector selection, add new, delete etc)
- Added skeleton wizards for Needs and Modifiers
- Added UnitEditorWindow with basic asset listing and inspector selection
Moving some editor scripts into more sensible places
- Fixed a bug in the TOD persistence.
- Fixed a bug in weather type persistence.
Updating ignore for root folder csproj
Added AgentAttributeWizard for creating new attributes
Unit AI is now loaded/activated on load too, making the units actually work after load.
Camera now spawns in the correct position over the player tribe after load.
- Updated TOD
- Removed Andre's Water
- Ported in old Water shaders from the trailer build
Building prefab layer setting
- PlayerCamera Grab movement gets disabled when Building placement is active
- SmartObject now sets its Layer on init to be safe
Merging some tweaks to the wall placement code I wrote while away
Removing some debug from PlayerBuildingControls and cleaning up the placement stuff a bit
Cleaning up wall placement code a bit, pieces in each wall section are now distributed properly using spacing value from Building prefabs
- Cleaning up some of the World/Zone readying coroutines that were causing some hangs when loading from an existing subscene directly
- Tinkering with wall placement in PlayerBuildingControls
GI Bake setting should fix build crap
- Some building placement work towards wall stuff
- Ported ProcessedTexture util and related files from Rust
- Tweaked SkyDome light properties
- Cleanup and improvements to influence map stuff
- Added dynamic shadow distance based on player distance to ground
Fixed dynamic infuence maps not updating properly
Merge from influence maps
Updated TOD and Water. Reverted startup scene change
Standard lighting model changes for RC3
Fixed absolute path dependencies in the external persistence projects.
Adding the .csproj names for the game persistence projects and modifying the ignore config.
Adding solutions for external projects.