17,530 Commits over 1,614 Days - 0.45cph!
Made the terrain normal map bake a hybrid between the terrain-cliff and terrain-only approaches
Changed normal map bake to only include terrain
Mege from terrain_painting
Re-exported campfire and small hut views
Fixed some issues with buildings
Fixed container radial menu not clearing deposit interactions
Fixed some issues with Item SO interaction mangement not working properly
BuildingView skin handling tweaks
- Added custom editor for ItemSpawner, with EXPLOSIONS
- Human pickup and gather anims
Fixing dull TOD settings from my last commit
Moved Amplify Motion before Tint shift (sampling issues)
Moved SMAA to after all the edge sensitive blur operations
Increased Amplify Motion quality steps to 2 (still cheap)
Improved motion blur post-process quality a bit (added depth threshold param); added to the changes above, looks much better imo
Added custom speedtree shaders Before/SpeedTree* (SM3 only); fixed weird bug in the process
Nuked BRDF file and merged into BeforePBSLighting; Replaced StandardWorld light model with a more flexible StandardBefore
Edited custom deferred shader; a few tweaks all around
Fixed all Treefab(!) layers
- Converted Redwood texture assets to neutral grey so they can be colored
- Added Island0003 and covered it in redwoods
Nuked unused AtmosphericBlend script that doesn't even work :O
Updated to latest Amplify Color and Motion
Disabled AM auto-register objs in Player Camera
Reduced AO intensity, added back some color bleed, and reduced self bleeding toggled on
- Refactored unit items, attachments, flags and lots of related code a lot
- Units can now drop items (player commandable via RMB on selected unit)
- UIWidget now deals with animator fadeIn/Out and lets an AnimationBehaviour to deactivate the gameobject (w/fallback)
- ItemComponent once again holds a list of InteractionSettings which get passed to the sibling SO on init
- Improved ItemComponent SO Interaction mangement methods (they work now, lel)
- Fixed shitty rotation on human male Rshoulder AP
- Added Wolf species assets
- Re-made all animal Animator Controllers
- PlayerController tweaks, better radial handling (no longer puts UI into a modal state)
- Tweaked UnitInfo a bit, added Birth date set on init from TOD (offsetting starting units with a random age hacked in for now)
- Refactored SmartObject interaction management methods, they now take params instead of a List of interactions, added an overload which takes string args
Moved editor styles to seperate file
- Added MinimumInteractionDistance to SO, dealt with in GoToSmartObject for now.
- Fixed Item.DestroyItem coroutine not firing properly because the item was inactive
- Added Obstacle componenets to various view prefabs
- Cleaning up Building a little
- Added Rested Effect
- Organising Scripts/AI/Common/Actions a bit
- Re-wrote ConsumeItem to deal with consumable effects instead of firing a seperate Modify Attribute action with derived settings
- Fixed some PlayerController selection/interaction issues
- Items deposited in buildings are deactivated
- SmartObject EnabledInteraction now adds the interaction if it is not in the list
- Added DepositToBuilding and ConstructBuilding actions
- Added Construct and DepositToBuilding Intercation chains
- Player can place campfires by right clicking on the ground (without a unit selected)
- Units can deposit items in buildings that are not constructed. A campfire takes 5 sticks to build
- Campfires also create a TribeHub object which tracks the available items within a radius (currently 50 units).
- Player can right click on a campfire and pick additional buildings to place. The list is filtered by availability, which is determined by the building's requirement list wihch is checked against the TribeHub stockpile via the campfire
- Building view creation tweaks (consitency between Item/Resource setup)
- Updated campfire asset
- EffectSettings now has TriggerStart and TriggerEnd instead of a single Trigger.
- Added basic fail state, when the player's tribe dies out, we pop a UI modal
- Fixed ActionChain constructor not assigning hashed_id of the EffectSettings
- Added IsStackable flag to EffectSettings, to control whether an effect can be applied to an agent multiple times
- Fixed PlayerCamera still taking input when UI in Modal state
Adds/Deletes/Moves I forgot to tick like a dumb dumb
- Added Unit Flags system and Actions to Get/Set them.
- Added UnitFlagCondition
- Death Effect reworked to check/set flags so it only gets triggered once
- Added Starving effect applied when Hunger reaches 0
- Fixed Unit.View.Animator NRE
- Fixed NotificationsWidget not firing when Activity is added
- Improved asset naming and display in BeforeEditor. All asset files are now saved with their type as a Prefix (Type.Name).
- Asset types are now shown in ReordableList elements in the editor
Added PickUp interaction to the Comsumable SO template
- Added Container/ContainerSettings item components and editor tab
- Splitting up PlayerController a bit into partials
- Added Container interaction handling to PlayerController
- Items can now only have a single ItemComponent of each type (for now)
- Refactored item view handling and setup (mostly for resources and buildings)
- Units can deposit items in containers, a temporary set of interactions is created when the player pops a radial on a container
Draft radial/context menu implementation. PlayerController deals with popping the radial and passing in the smartobject on RighClickDown. If an SO has more than one interaction, we should the radial with a button for each, otherwise right click will call TrySubscribe on the first interaction.
Attachemnts dict no longer uses string keys (AttachmentPoints enum)
- Unit+Attachments improvements. Now firing Animator.SetBool() for each AttachmentPoint when Attaching/Detaching Items
- Added Human CarryingRShoulder anim, updated controlls with new layers + masks for each arm and params for carrying
- Moved Human+Equipment logic and attachment handling to Unit+Attachments
- PickupItem now calls AttachItem
- Added Head attachment point to Human rig
- Renamed Equipment ItemComponent to Equippable
- Added Position and Rotation Offset for items when IsCarryable
- AttachmentPoint improvements
- Fixed NRE when SO vicinity radius is 0
- Updated HumanMale assets
updated human male assets
- Added Item.StoneAxe and art asset
- Added EquipItem Action
- Added Equip Interaction
- Added Equippable SmartObject
- Added Human+Equipment which handles equipping Items with Equipment components and attachment points (rough)
- Updated HumanMale with rig updates
Which all means that Human units can now pickup and then equip items to appropriate attachment points!