17,530 Commits over 1,614 Days - 0.45cph!
- Dynamic shadow distance in PlayerQualityControls only works in-game now
- Fixed Player being destroyed when exiting the game to menu
- Fixed Pause modal not working properly
- Fixed EditorOnly not being destroyed when loading the game from the menu
- Re-generated Groups data
Merged from Persistence branch.
Fixed terrain normal and navmewsh bake for unit_so_test scene
ZoneSeasons now uses TOD_Time events to trigger season changes
GameManager destroys existing scene EditorOnly stuff when loading from a game scene
Fixed another issue with LoadGameFromSubscene...
Restoring unit_so_test terrain asset file that got corruped somehow
Unit selection fix (anim controller "None" state being triggered properly when not unit selected or hovered)
Quick fix for selection projectors always showing.
- Downgraded back to 5.0.0f4
- Bound keys 1,2 and 3 to preset game speed controls (1x, 5x, 12x timescales)
- Player.Instance no longer self instantiates in the getter... (to solve isssues with Player being loaded in startup_scene)
- Added some timecontrol UI assets
Added ability to remove specular from terrain and terrain-blend shaders; zero spec = no spec
Added deferred shader override to Graphics Settings
- Fix for ZoneSeasons in-editor Update, season changes work properly now without occasional NREs
- ZoneEcology spawning disabled while methods are re-worked
NavAgentMoveRandom picks positions actually relative to the parent transform
Fixed terrain/terrain-blend shader errors
Fixed NFAA shader warning
Disabled snow accumulation vertex offset; to get projectors working again
Removed StandardTerrain-BaseMap
Commented out ZoneSeasons editor only Update stuff
WIP Unit selection projector stuff
- Interior/Exterior transition first working prototype.
- Added some terrain to test map, updated navmesh
- Unit selection is broken (???)
- UnitView doesn't get properly scaled on instantiation?
- Working on Exterior/Interior camera transitions
- Some UI Cleanup
- Player pre-loaded in game_boostrap scene, now only one AudioListener ever (on Player)
- Added Open Sans font, removed old font prefabs from pre 5.x
- Couple of fixes to ZoneSeason editor only stuff
Biome Season now work probably in Editor (no transition, just using set_season() as TOD_Sky.Cylce.Month changes)
Moving Effects into a seperate tab in BeforeEditorWindow
- Updated to 5.1.0b1
- Fixed some API issues in ProCore plugin
- Remove some problematic Cecil PDB/MDB files (seems ok?)
- Improved override/inhertince display for UnitAsset species groups in the Before Editor window
- Clean up and various layout improvements for the Before Editor window
- Added remaining data to the Unit Editor (Ecology/Attributes/Colors)
- Added SSAO Pro
- More tweaks and cleanup for unit editor window
Unified Attribute and Unite editor windows into a single tabbed window. Started on improved Unit listing and editor display
AttributeEditorWindow improvements
Fixed UnitAassetEditor loading issue
Fixed attribute creation in Agent
- AttributeSettingsModifiers now AttributeModifier.
- AttributeModifier passed into Attribute constrcutor
Fixed UnitAssetEditor not saving AttributeSettingsModifiers
- Renamed Modifers to Effects
- Attribute/Need/Effect no longer monobehaviours, no trasnforms created under Unit prefabs
- AttributeSettings management moving to UnitAsset inspector (WIP)
- Lots of tweaks and cleanup accross relevant files
Initial work on UnitAssetEditor custom inspector stuff
Consistency cleanup for asset listing in editor windows
- Adding some more convenience and fuctionality to AttributeEditorWindow (inspector selection, add new, delete etc)
- Added skeleton wizards for Needs and Modifiers
- Added UnitEditorWindow with basic asset listing and inspector selection
Moving some editor scripts into more sensible places
Updating ignore for root folder csproj
Added AgentAttributeWizard for creating new attributes
- Updated TOD
- Removed Andre's Water
- Ported in old Water shaders from the trailer build
Building prefab layer setting
- PlayerCamera Grab movement gets disabled when Building placement is active
- SmartObject now sets its Layer on init to be safe
Merging some tweaks to the wall placement code I wrote while away
Removing some debug from PlayerBuildingControls and cleaning up the placement stuff a bit
Cleaning up wall placement code a bit, pieces in each wall section are now distributed properly using spacing value from Building prefabs
- Cleaning up some of the World/Zone readying coroutines that were causing some hangs when loading from an existing subscene directly
- Tinkering with wall placement in PlayerBuildingControls
GI Bake setting should fix build crap
- Some building placement work towards wall stuff