17,530 Commits over 1,614 Days - 0.45cph!
- Ported ProcessedTexture util and related files from Rust
- Tweaked SkyDome light properties
- Cleanup and improvements to influence map stuff
- Added dynamic shadow distance based on player distance to ground
Fixed dynamic infuence maps not updating properly
Merge from influence maps
Standard lighting model changes for RC3
Fixed absolute path dependencies in the external persistence projects.
Adding the .csproj names for the game persistence projects and modifying the ignore config.
Adding solutions for external projects.
Working on the persistence system still. Almost there.
Incredibly exciting options menu stuff.
Re-working the Pause UI and adding some options UI functionality (post FX toggles, quality level switch)
- Removed some old utility scripts
- Moved all image effects to the new C# versions
Adding new standard image effects
- Updated Behave to latest version.
- Added external project GameSaveData using protobuf-net for game persistence state definition.
- Added external project GameDataSerialization for AOT support (iOS requirement) in game persistence.
- Added Persistence Manager and ProtoLoader which sets the base for the persistence system.
- Added core persistence states of Manager
- Added core persistence states of GameManager.
- Added core persistence states of World, WorldZones, WorldWeather and WorldOcean.
- Added core persistence states of Zone, ZoneEcology and ZoneSeasons.
- Added core persistence states of Group.
- Integrated persistence management with the Main Menu.
- Disable Load button when save state is not existing.
- Fallback to loading back up the Main Menu when loading fails, gracefully.
- Added timeout on load of the game world, if the world doesn't get ready within an acceptable time limit (which it always does now on load due to remaining implementation requirements).
- Fixed error in Group.cs (looking for old prefab)
- Deleted Group prefab
- Fixed tribes not spawning correctly
- Improved GameOptions a bit, now additional graphics options automatically set with quality level
- Added better spawn handling for player tribe
Reverted grass shader delete
- Fixed SmartObject Triggers not working (Physics option Raycasts Hit Triggers was false)
- Fixed some Building prefab material and structure issues
- Nuked a load of old shaders
Fixed a couple of behaviour issues
- Updated Water
- Added Needs & Modifiers to Unit Debug UI
- Cleaning up SmartObjects a bit
Made Unit Attribute debug a UIWidget in the game UI, toggled in the debug overlay Unit tab
- Debug Unit UI shows Agent attributes (select unit and hit f12)
- Updated TOD
Unit interaction fixes and some Radial Menu tweaks
Fixed a couple of UI issues caused by assets moving around
TOD custom mats/textures tweaked
Removed some old TP stuff
Bit by bit so plastic doesn't freak out
- Cleaning up and re-organising /Content
- Updated TOD and Water
- Player Camera prefab tweaks
- Modal state fix.
- AI Manager Reset and World Instance removal added when exiting a game
UI Modal work (pause, quit, etc)
UI tweaks, GameOptions skeleton suff
Replaced SceneAsset with AssetStorage (Rust backport)
Rebuilt maps in island-0001
- Moved Unit Color Palette files into their respective Unit folders
- Fixed PlayerUnitControls / Unit selection/hover issues
- Tweaked Player a bit, now spawns in a sensible position and checks distance to ground before jumping to the player's tribe
- Added RenderSettings.fogLevel to Biome.Season settings
- Renamed IMouseInteractible to IMouseInteractable
- Renamed "button_clicked" to "on_click" in IMouseInteractable
- Tweak all UnitAsset scale variations
- Some Unit cleanup
- Renamed ActivityManager -> ActivityLogger
- Tweaked SceneSaveHook to avoid Test scenes being dopped into Build Settings or game_scenes.txt
Removed BirdFlock third party, tweaked TOD settings
Just scene and TOD tweaks
Rock fixes, prefabs, tree tweaks.
Nuked all rock assets, reimporting from cleaned up sources.
Fixing CameraControls.IsFollowing check in PlayerUnitControls