17,530 Commits over 1,614 Days - 0.45cph!
Added button to fire RefreshAssets to DrawAssetListing in BeforeEditorTab
AssetGroup creation from Enum values in Building/Species and Resource editor tabs
Re-assigned Pine resource views
Resources and Editor cleanup
Some merge cleanup and asset listing tweaks
Updated BeforeEditorBuildingTab asset editing and view creation.
NRE fix in BeforeEditorTab
Nuking old biomes, fixing biome assignment in game scenes. Removed island0003-quick.scene
Fixed Canvas sorting issue introduced with 5.1.0f1 (not sure if working as intended, child transforms (containers) of the main canvas required their own canvas component with sorting set to override to work with the overlay camera mode
Added World header and buttons to editor
Added Biome and Weather tabs to the editor
Renamed WeatheType > WeatherSettings
Removed "use native pathfinding" option from Agent
Removed AStar Pathfinding
Renamed UnitAsset > UnitSettings
Fix for UIEditorWindow not finding the top level UIScreen gameobjects on init
Merge from Smart Objects v3/Editor
- Fixed issue with GameOptions.Graphics not working
- Some ActivityManager cleanup
- More NotificationsWidget tweaks (destroy on timeout)
Groundwork for UI notifications
-UIManager listens for units, to test stuffs.
- Added new HumanMale asset, removed all old art and animation data. Setup new humanoid avatar and controller
- Fixed some UnitView bugs, and added a Setup method to assign various mesh/skin fields (will move to editor/prefab)
UnitView and Startup scene fixes
-added getter for Type in IActivity cause it's convenient to expect all IActivities will have a Type.
-adapted Activity.cs to provide such gettersetter.
-made ActivityManager into an event manager of sorts, so you can now subscribe different kinds of activity and be informed whenever one of them gets added to the ActivityManager
Fixed SaveHook path error
- Renamed Biome to BiomeAsset
- Folded GraphicsOptions into GameOptions.Graphics (class is too big, will split to partial)
- Removed PlayerQualityControls and moved the dynamic shadow distance method to PlayerCameraEffects
- Updated GSD and GDS
- Renamed UnitViewHuman to HumanView and moved some files around in the Gameplay/Units folders
- Expanded UnitViewEditor and derived HumanViewEditor
-slight OCD fix on camelCasing
- More building shader tweaks
- Cliff prefab cleanup (moved most components to the root)
- Some NRE fixes in TerrainWeatherObject and TerrainBlendObject
- Moving Editor scripts to /Editor folders in their respective/related script folders
Rexported all building assets because Unity is a prick (╯°□°)╯︵ ┻━┻
Moving building assets around
- Cleaning up Content/Buildings assets, re-exported everything to use new material setup.
- Added Before/Building shader
- Nuked some un-used/old utility scripts
- Deleted some old un-used ThirdParty stuff
- Added Custom Handles third party plugin, fixed an error in it's code related to API changes in the 5.1 beta
- Fleshing out the Building stuff, adding BuildingView and view handling to Building.
- Fixed some issues with prefab creation through the BeforeEditor Buldings tab.
- Added support for multiple BuildingView prefabs for each Building.
- BuildingView skin handling stuff
- Refactored PlayerBuildingControls to work with the new Building asset setup. Currently loads all BuildingAsset files on load
Got Building prefab creation through BeforeEditor working properly
Replaced FXAA with SMAA in GraphicsOptions
Added Third Party SMAA (https://github.com/Chman/SMAA-Unity)
Groundwork for Buildings as ScriptableObject assets, added to BeforeEditorWindow with listing and creation form.
Disabled orbit key jumpto test
- Reverted to prevsion revision of PlayerCameraControls
- Fixed Unit_Human prefab not having a Human component
Moving all Unit settings, prefab and view assets into Resources/Units