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17,530 Commits over 1,614 Days - 0.45cph!

10 Years Ago
Missed a bit
10 Years Ago
Added Toggle UI button (F10) Added Toggle Free Camera button and hacky free camera implementation (F11) Some workarounds with IEntityContainer to get deposits working for Machine again... Tweaking MachineProcessEffect AttributeModifier tinkering
10 Years Ago
Missed adds Also in last commit : added AttributeModifier and calculation using them to Attribute
10 Years Ago
Lots of tweaks around effects mostly
10 Years Ago
Added MeasurementType to MeasurementParamters Lots of editor cleanup, tweaks and improvements
10 Years Ago
Deleting conditions Fixing resharper
10 Years Ago
Resharper class template
10 Years Ago
Editor tweaks
10 Years Ago
DepositItem action will now use the DepositItemIntention data when running, if it's available. Otherwise it falls back to old ways...
10 Years Ago
Updated all Action constructors to accept Interaction.
10 Years Ago
Renamed IIntention interface to Intention. Added DepositItemIntention.
10 Years Ago
Set up so that PlayerController can inject specific Intentions for SO subscriptions.
10 Years Ago
First step towards the introduction of Intention.
10 Years Ago
Ripping out "Controller Interactions" related code, and all interactions generated at runtime by containers Added AddInputToMachine Interaciton and DSE
10 Years Ago
Fixed a bug with calculating the percentage of how completed a building is (with respect to requirements). Related to issue #99681576
10 Years Ago
10 Years Ago
Triggers created at runtime add themselves to TriggerManager for evaluation. Tweaks
10 Years Ago
WIP Trigger/Condition refactor, effects not working currently but game still functions
10 Years Ago
Overriding the type passed to CreateAsset in in tabs that work with abstract data types (condition, trigger, consideration etc) Added HasAttribute Condition Added EnvironmentalModifier Effect
10 Years Ago
Big chunk of editor cleanup and refactoring mostly around asset list generaton, tab refresh and creation Material organisation in Resources
10 Years Ago
Fix compile error because UnityEditor directive in GameManager (ty resharper) Removed some kinda pointless special handling for quitting the game in the editor.
10 Years Ago
10 Years Ago
Better handling of entity destruction (GameManager does it) Fixed effects not applying "bug" (Action.Start() was returning if SmartObject property was null, falsly assuming that all Actions required an SO.. my fault!)
10 Years Ago
Some itemview attachment tweaks
10 Years Ago
Stop certain materials being tinted in the biome library (name filter)
10 Years Ago
Added BeforeAnimal shader with RGBA vertex color tinting MeshColliders on source assets used in view creation are automatically set to convex Imported 10 new/updated music files from Jenny Music is now arranged and played together regardless of Season (for now) Updated wolf, deer, bear and mammoth to use vertex colors for tinting as per new shader Fixed issue with view creation not adding the correct view component type Updated resharper settings to ignore some things Hunger step value is -1 for testing, but the Starving Effect isn't triggering/being applied (bug cc ptrefall if you have time to look at it tonight :3)
10 Years Ago
Remade item views
10 Years Ago
UpdateViewFromSourcePrefab fixes
10 Years Ago
Special handling for Unit and Building view updating in Before Editor
10 Years Ago
Views can be updated automagically from their source assets in BoforeEditor
10 Years Ago
10 Years Ago
Basic prefab caching for DecorSpawn FoliageTools cleanup and fixes for duplicat material creation
10 Years Ago
Temperate biome tweaks and some manual (ew) foliage material fixes.
10 Years Ago
GrassSpawn/DecorSpawn Biome integration
10 Years Ago
10 Years Ago
Biome editor material library improvements. Enabled TOD Scattering on player camera prefab again (whoops)
10 Years Ago
FoliageTools updates, now resides under Tools menu > Process SPM Assets. Takes all SPM assets, consolidates materials, creates prefabs with NavMeshObstacle components using ST exported CollisionObject0 collider size, copies materials (with sensible names, using the Before/SpeedTree shaders, assinging TintMask textures if they exist) to Resources/Materials/Foliage for runtime tinting.
10 Years Ago
Moving all foliage assets around a bit, and renaming to match new conventions (type_family_variant_state_N)
10 Years Ago
Fixing shit.
10 Years Ago
Foliage tools scripts manual merge
10 Years Ago
10 Years Ago
Cleaned up SpeciesSettings.Create method Biome tweaks, moved some material library methods out into BeforeEditor
10 Years Ago
More data type name consistency changes (GrassPopulation/DecorPopulation) Added Grass and Decor tabs to BeforeEditor
10 Years Ago
Moved Scripts/Graphics/Terrain to Scripts/World Renamed SpawnPopulation -> SpawnPopulationSettings
10 Years Ago
Fixed some issues with ResourceView not updating skin visibility properly Remade pine view prefabs Added ferns decor asset
10 Years Ago
Store layer name in EntiySettings derived assets and set in EntityView.Setup base method Set EntityComponent IsActive on init Wrap de/activation of ECs in conveniece methods for readability Consistency checks across all Entity derived types and their init routines (Unit remains an exception due to some older view creation code) EntiyView and derived classes cleanup
10 Years Ago
Removed unused ownerGroup and ownerController from Building BiomeMaterialObject now added to EntityView instead of Entity
10 Years Ago
Removed missing component from Player prefab Transform layers set in BuildingView and ItemView and ResourceView Moved Resource scripts out of /Entity
10 Years Ago
Cavemen now gather sticks and deposit them to an unfinished campfire autonomously.
10 Years Ago
SmartObject Subscribable fix (return true if any interactions enabled and subscription count < max sub count)