17,530 Commits over 1,614 Days - 0.45cph!
- NameGenerator cleanup
- Added Human:Unit class holding HumanInfo for name and other textual data
- Added some delegates for singular unit selection to help with UI widget display
- Cleaned up Tribe and added generated unit name assignment
- TOD Tweaks
- NameGenerator improvements. All names are unisex for now.
- Splitting the Before Editor into partials, added NameGenerator tab
- Improved NameGenerator a lot, it's not fucking stupid now :D
- Renamed Alert to Notification (PlayerNotifications)
- Updated GSD
Basic male name generator stuff.
- Updated TOD
- Organising UI widgets a bit, adding Widget classses for the player selection rect and time controls
- Moved the GameSpeeds enum and associated properties to GameManager
- TOD tweaks
- Improved overlay blending in Before/Water shader
- GameManager.GameState property setter now forwards to UIManager.ChangeUiScreen, handling all top level screen changes
- Some preliminary work on PlayerAlerts and Alert class
- Various code style/layout consisteny updates
- Moved the machine-name quality setting stuff to GraphicsOptions (because that actually makes sense)
- Removing the "3d" stuff from InfluenceMap
- InfluenceMap.Image is now flipped so it actually matches up with the underlying zone
- Cleaned up InfluenceMap update routines but they're slow as hell anyway
- Added a line on PlayerQualityControls which sets quality preset based on machine name, for better performance when working on laptop (maurizio take note)
- InfluenceMap now uses a greyscale gradient, for easier value sampling
- Added some preliminary SampleMap methods to ZoneInfluence
- Added support for influence maps updating at different intervals in ZoneInfluence
- Fixed an issue with ZoneSeasons being unable to access season information (list of seasons is now stored in ZoneSeasons instead of via an accessor in Biome)
- FloraGroup now grabs materials from its prefab list during Zone startup
- GameManager makes sure Timescale is 1 on Awake (avoids a rare case of timescale being 0 after editor crash)
- TOD settings tweaks
- Camera PP updates
- Ocean shader + prefab tweaks
Re-exported all cliff assets with "b" variants (fipped with opposite ground mesh removed to reduce issues with navmesh baking)
- FloraGroup material operations are now fired by ZoneSeasons on init, materials get copied and assigned per zone.
- Tweaked Before/Water shader a bit (opaque for now because fuck you fog bug)
- Updated tree prefabs with FloraPrefab component
- TOD tweaks
Working on FloraGroup/FloraPrefab material duplication on a per biome/zone basis at runtime
Split PlayerUnitControls into a partial
Cleaning up PlayerCameraEffects, moved CameraEffect class out to it's own file, added PauseBlurEffect
UI options fix in startup scene
PlayerCameraControls+Input uses GetAxisRaw instead of GetAxis
- PlayerUnitContols now handles LOI SO placement for selected units
- SmartObject.initalize() now accepts an array of Agents to subscribe on init
- LOI SO Prefab now accepts multiple Agent subscriptions
- Replaced some Time.time usage in PlayerUnitControls with Time.unscaledTime
- 5.1.0b4
- Super important pixel art loading man.
- Moved AI scripts folder up a level
Merge from unit_selection_revamp
more reasonable minimum distance
- Updated TOD
- Merged from CameraTest
readded check for modalState
Merge from camera testing
Some shader test and human assets. Moved player prefab to outside /Resources
A little cleanup and rebinding some keys (orbit uses Alt, drag/move now RMB)
- Added double click handling to PlayerCameraControls and a double click move/zoom using JumpTo.
- Reverted to "old" camera movement but with adding dampening value for the Y value (for now).
Player follows ground height
- Expanded GameOptions to work as a Manager, currently holding game speed options used in PlayerTimeControls.
- Cleaned up the Globals heirarchy a bit, fixing some UI issues and making padding values for screens and modals more consistent
- Fixed the Quit modal not working
- Made sure we are using the correct "black" color value on transitions and overlays
- GameManager now skips Startup UI screen properly when playing in editor
- Added a DebugCamera prefab to startup scene (not functional yet)
- Overriding UIScreen.IsActive in MenuUI to ensure that the LoadGame button is updated correctly in accordance PersistanceManager.has_savegame_to_load;
- Updated GameSaveData for new types (GameOptions)
- Fixed potential issue with destroying WeatherVolume objects in WorldWeather
-Player no longer blocks PlayerComponent exection if GameManager.IsPaused == true (allows for individual components to remain functional while the game is paused, thus you can pause with P but still move the camera)
- Renamed Scenes/Islands to Scenes/Game
- Moved startup_scene to Scenes/ root
- Baked a new navmesh for island-0001
- Stopped SceneSaveHook adding Scenes/Game/template_scene to the game_scenes.txt list
- Updated SceneCreationWizard to match new file structure
- Adding some debug for GameManager Pause and Resume methods
Moved PlayerBuildingControls.Wall it it's own file in Buildings/Wall.cs
- Added a simple MergeSceneWizard
- World now included in startup_scene (removed game_bootstrap scene)
- Removed mainmenu_scene, no longer loading a scene background (to be replaced with a new world on first startup, or the last save's game world)
- Re-enabled WorldWeather spawning and fixed some issues with WeatherVolume's not picking a WeatherType
Fixed some Logs that were accidentally renamed to LogError during removal of MonoBehaviourExt
Disabling ZoneEcology spawning checks while I fix shit
Actually removing the file
Begone, MonoBehaviourExt.
Fixed Unit scale modifiers in spawn routines.
- 5.0.1 for top lels
- Interior transition fix (was checking for wrong CameraMode)
Added Simulator field to the Attribute editor
Quick fix for NavAgentMoveRandom using Group.AverageUnitPosition
Random wandering now uses average position of units in the group. Really dirty implementation because I couldn't work how to do it through IGroup properly :3
Improved handling of widgets in UnitDebug modal
Worked in a more robust ID scheme for Buildings (for save/load).
Fixed Building issue causing loading not to work.
- Fixed Unit.Asset not being assigned during spawning in Group
- GameManager.SubScenes list gets cleared on exiting to menu