17,530 Commits over 1,614 Days - 0.45cph!
Fixed wrong mesh in cliff01 prefab
Reverted some accidental string refactoring in other scripts.
Backup commit. Scene stuff and new trees.
- Fixed last few issues with UnitView/HumanUnitView changes.
- Rexported a lot of assets to fix inconsistencies.
- Setup arid/tropical/temperate/arctic human races.
- Removed Eye coloring from UnitAsset settings
- Updated all the prefabs ever
Added SetupPrefab hepler func to UnitView.
Some more UnitView tweaks
- Added HumanUnitView extending UnitView... made color methods a bit more generic.
- Rexported human assets with better material setup
Added cutoff value to grass system
Fixing some stupid quality settings
- Added Agent Attributes
- Fuzzy States for Attributes
- Agent Needs for Fuzzy States
- Agent Modifiers for Fuzzy States
- Custom Editor for Attribute Settings
- Added graph rendering system
- Started on Debug UI for Unity AI
Made BiomeManger a bit more reliable. Cleaned up some FX prefabs.
Some helper script updates
Added deferred shader/lighting override to help smoothen specular term everywhere (more accurate for rough surfaces)
Biome no longer stores convenience list of Seasons, instead BiomeManager creates it on init. Sceeeneee stuffffff.
- Added a uGui ComboBox extension
- DebugUI now shows a ComboBox of scene name choices, instead of having to manually type in the scene name.
Snow mountain scene stuff.
Eagle anim import fixes, layer mask, mechanim tweaks.
The scene loading debug ui now actually work.
Added input field to scene loading debug ui, that validates the input so that you're only allowed to hit the load button once the input is valid.
Added support for switching between "active" folder menues in the debug ui with active folder highlighting.
Can now open debug ui with F12 from any screen, and close it back down again.
Added eagle look left/right/around anims
updated eagle mesh, rig & anims
Made grass refresh context menu force a refresh even if a patch wasn't shifted
Fixed terrain slope calculation being slightly off on diagonal polygons
Mumurths and deeeerrrrrsss
Made the grass slope calculation work correctly at cliffs
New nav bake for murmuth scene
Added max slope parameter to the grass mesh types
Fixed NRE in TerrainMath when the height map resolution is different from the normal map resolution
Burce Willis aint gon save you now bruh
Fixed two missing resolution variable replaces
Made SceneAsset create its folder if not found