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

10 Years Ago
Tweaks
10 Years Ago
So meta
10 Years Ago
Added Machine EntityComponent and settings, MachineFunction WIP. Minor refactoring and clenaup fof Entity and derived classes, moving functionality around. Cleaned up Action a bit
10 Years Ago
BiomeMaterial lib/object/settings tweaks, game runs again.
10 Years Ago
Tree reimport
10 Years Ago
Biom mat library tweaks, and view management fixes. Nuked trees so I can merge from Peturs branch cleanly
10 Years Ago
Updated standard terrain shader for blend masking; added two props for control: blend factor and fallof Removed unnecessary standard shader UI clutter (unused) Updated Terrain material asset
10 Years Ago
Added EntityView base class Before Editor: Improvements to view creation and management (better prefab creation, storing of asset paths etc)
10 Years Ago
Merge from Mr Tree's Wild Ride
10 Years Ago
10 Years Ago
Paintover island mesh test thing
10 Years Ago
Building cleanup
10 Years Ago
Added ZoneMaterialLibrary, ZoneMaterialObject and ZoneFloraObject Each Biome holds a library of materials copied from the original reference materials (loaded from Resources/Materials right now) on startup. Items are registered with their parent Zone and have materials assigned during creation/startup
10 Years Ago
Tweaks
10 Years Ago
Added some more Button draw methods to BeforeEditorLayout (colors!) BeforeEditorTab ViewMangement improvements/tweaks Added spawn dithering thing to species settings Tweeaaaaaaaaks
10 Years Ago
Enabled rigidbodies on items again
10 Years Ago
BeforeDebug/Entity View window retains selection after player selection is cleared
10 Years Ago
Terrain texture cleanup. terrain_grass_highpass.tga has heightmap for blending in alpha channel
10 Years Ago
BeforeEditor bugfixing
10 Years Ago
Fixed GoTo button in BeforeEditor.DrawAssetEnum() Improved BeforeEditor DrawAssetViewsManager, cleaned up some crappy code and added prefab previews
10 Years Ago
Better scrollbars in BeforeEditor Potential fix for SmartObject MRE in Actions (Item.DestroyItem() waits for SmartObject.SubscriptionCount to hit 0) Resources are destroyed properly when their master item is depleted Added vertical/horizontal layout switch to EntityViewer window Numerous tweaks to SpawnHandler/Population and mangement through Zone+Ecology Added some custom background images for and un-ignored a couple more glypicon images for the editor
10 Years Ago
SkyDome prefab tweaks (normal bias sadface)
10 Years Ago
Moved all graphics/terrain stuff into the Before namespace. Code consistency and layout cleanup. (sorry andre/diogo :3)
10 Years Ago
Stopped smaller items (stick, rock) being spawned with a rigidbody because suddenly performance death on 5.1.1p3 More tweaks to spawning setup, number of populations added to the handler for each Zone is scaled with the size of the Zone Some Unit structure tweaks (declaring partial methods in the main class like we do in other partial classes) (TODO: Make this consistent in other code)
10 Years Ago
Refactoring World and Zone. Made into partials, cleaned up and removed old crap. Added basic setup for SpawnHandler/Population creation through Zone+Ecology, driven from BiomeSettings Numerous tweaks to SpawnHandler, SpawnPopulation etc Added SpawnPopulation settings to Species and Biome FloraPrefab ditched in favor of new BiomeMaterialObject component, WIP biome material library system Updated all scenes in line with new Zone component setup Updated GSD/GDS
10 Years Ago
-fixed Shoot function to work (ie. provides correct velocity for the arrow to reach the target. -added a Shoot2 function, which instead finds the shooting angle from a fixed velocity (ie. fully pulled bow). Doesn't quite work if there are big height differences yet.
10 Years Ago
Arrow shooting test scene, scripts and asset
10 Years Ago
Fixed Before/SpeedtreeBillboard's scumbag inverted vface causing bad normals Fixed transmission set to const
10 Years Ago
FloraGroup cleanup (removed the tinting bools and all related code) ZoneSeasons sets _Tint color on flora prefabs, not _Color BeforeEditor tinkering
10 Years Ago
Consumables now destroyed after their action chains have finished (which is crap, we need to send effects to the agent and destroy the item itself on consume) Added Unit Behaviour stuff to the Entity View
10 Years Ago
Missed new face textures
10 Years Ago
Added head senses object creation back in Added hearingFalloffCurve to UnitSenses (not being used yet, only to test DiscGraph handles in HumanEditor) Human male tweaks
10 Years Ago
TOD tweak
10 Years Ago
Moved animation event reciever to UnitView, forwarding up to Unit. Also made it generic (passing string to use for lookup)
10 Years Ago
Added Unit+Animation Unit cleanup, moved Senses init stuff to InitSenses() Added animation callback for PickUp
10 Years Ago
Updated TOD
10 Years Ago
DM only considers enabled SO Interactions
10 Years Ago
SetupAwarenessSphere() head finding replaced with Linq
10 Years Ago
Meta
10 Years Ago
unitmanger/senses style and layout cleanup
10 Years Ago
Merged from ZoneResources
10 Years Ago
Editor tweaks
10 Years Ago
Data Editor/Entity View tweaks and improvements Added name override for interactions, exposed InteractionName property which returns either the name override or a formatted asset name Interactions shown in the radial menu now read better (showing item name, etc)
10 Years Ago
Added SetKnownSmartObjects(IEnumerable<SmartObject> smart_objects) to DecisionMaker
10 Years Ago
- The evaluation of picking something up now considers whether we're already holding it. - An interaction can now be flagged such that it will be ignored for decision making. Both at runtime and in data.
10 Years Ago
Misc tweaks related to DM.
10 Years Ago
- Added a consideration IsItemHeld. - Added the DSE Drop Item - Added a comment text area to DSEs. The intention of the consideration list can be hard to desipher without a text to guide it. - Misc...
10 Years Ago
Decision Context now knows whether Myself is a Unit or not.
10 Years Ago
Momentum now diminish per tick based on a Drain Rate, rather than a Drain Time... meaning that higher starting momentum will result in longer drain time (when drain rate stays constant).
10 Years Ago
Player Controller can now set the initial momentum on subscription to a smart object.