19,298 Commits over 1,614 Days - 0.50cph!
- UI Screen tweaks
- Trees now on their own Layer (helps with camera raycasts)
- Nuked Amplify LUTs (to re-done)
- Renamed PlayerCameraControls to PlayerCamera and refactored input a bit, improved edge scrolling timeout used after grab move and mouse orbit
- Improving UIManager/UIScreen transitions via an animated transition overlay (GUI/Overlay in startup_scene.unity)
- Added base UIWidget class, made RadialMenuWidget derive from it
- Subscreen and Widget exection forwarded through UIScreen
EventManager is now ActivityManager with some additional groundwork laid for Activity types
- Added check for Debug.IsDebugBuild to MonoBehaviourExt Logging methods
- A little Group cleanup
Scene/biome tweaks which should fix loading hang on standalone/steam build
- Fixed some Unit prefab issues causing NavAgent errors
- Added a check for Player.CameraControls.IsFollowing to Player.UnitControls mouse interaction stuff
- Added PlayerCameraEffects to control post FX associated with various camera functionality (e.g. following a Unit)
Minor path edit to my savefile path.
- Camera fixes and settings tweaks
- Added "Follow Selected Unit" button (bound to F)
- Added back in Behave's r622 CoreOnly dll of protobuf-net.
- Disabled the r622 Full/unity dll of protobuf-net.
- Rewrote the ProtoLoader to get disabled when using the CoreOnly dll of protobuf-net.
- Game now works again.
- Updated Behave to 2.5
- Upgraded Protobuf-net to full unity 622 (with Behave support)
- Misc Log touchups throughout codebase
- Implemented GameSaveData external project that generates a protobuf dll for Plugins/Before/
- Implemented GameDataSerializer, for AOT support, the generated dll also copied into Plugins/Before/
- Wrote a save/load test when GameManager awakes.
- Renamed SceneHolder to Scene
- Added Events manager skeleton
- Nuked several redundant utility classes
- Re-wrote PlayerCameraControls
Made a pass on replacing Debug.Log with Log and Error in our Manager classes.
Moved GameManager int to Start, some AudioManager tweaks
- Added support for Object context to our Debug.Log layer
- Added convenient Error function, that automatically adds LogLevel.Error.
- Some small restructuring of startup_scene
- More robustness to MonoBehaviourExt
- More robustness to Manager
- Misc updates to classes inheriting Manager
- Small touchups to Audio Manager.
- Added MonoBehaviourExt for better logging and error handling
- Added ErrorMessageBox, laying the groundwork for displaying error messages through convenient methods.
- Touched up on Manager, GameManager and Player classes a bit.
Player now instantiates itself from Prefab, so that we don't have to pray that GameManager always does so first.
Since Extensions is only used internally, I set it to protected.
- Fixed some building prefab issues
- Improved FreeCamera and PlayerCameraControls.CameraMode switching
- AudoManager groundwork for randomised music.
- Cleaning up AudioMixers, adding groups and snapshots for transitions using GameManager.GameState
- Added some in-game music files
- Cleanup of PlayerTimeControls for TimeScale minipulation
- World init "callbacks" added to GameManager coroutines.
- Player tribe spawning added, temporary hacky Player positioning in Player.initialize();
- TOD updated.
- Made comment headers in all scripts consistent
- A little scene work
- Tweaking TOD.
- Main Menu UI updates
- GUI asset cleanup
Beta 19. Updated TOD. Updated Water.
Merged from core refactor
Merged AI commit from main
UIScreen work, starting to setup support for subsreens and modal overlays.
- Removed GroupController prefabs, single prefab now used for spawning. Groups are spawned using GroupAsset data from Biome, spawned through ZoneEcology.
- Renamed GroupController to Group, UnitController to Unit, Unit to UnitAI.
- Removed old TOD Settings
- Remved WorldEcology component
- Moved Biome Seasonal transitions into ZoneSeasons
- Added Fauna (UnitAsset) lists to Biome
AI work related to Attributes, States, Needs, Modifiers and Smart Objects.
- Fixed StartupUI timing issue.
- Fixed NRE in ZoneBiome
Restoring Scripts/Editor/World stuf that plastic didn't like
- WorldManager refactor.
- Zones now managed by WorldManager, zone loading storage added to GameManager.
- Laying groundwork for Biome driven animal spawning.
- Added some basic transitions to UI
- Exposting AudioMixer params to UI for music control over game startup and management
Fixed some missing shaders on player camera prefab
Fixed some issues with UnitView's prefab setup helper
Fixed anim controller issue with human female unit view prefab
Moved some scripts
GroupsManager now properly initaliasing units, delegate fixed with PlayerUnitControls (a little dirty for now)
Added PlayerUnitControls component
Removed redundant BuildThis SO/behaviours
- New GameManager supports loading from a subscene in the editor.
- More Manager cleanup and core refactoring
More core manager refactoring.
- Wrote new GameManager with game startup, UI management and scene loading
- Cleaned up startup_scene, ensuring all GUI canvas elements are set up consistently, now using global Canvas Scaler
- Fixed scene list not loading in standalone build
- Nuked some more old crap
Refactoring, deleting old code.
Beta 18.
Some asset cleanup
TOD settings cleanup