17,530 Commits over 1,614 Days - 0.45cph!
Biome ColorGroup must be a class, not a struct, to play ball with this editor button thing (fixed).
Renamed Season files because OCD and removed redundant foliage settings folder
Added Biome ScriptableObject, moved SeasonManager over to Biome specific asset tinting.
SHIT BE BROKE.
Fixed so that multiple sleep slots work with the campfire (or any other SO with slots).
Fixed bug where agents never would smoothly snap into place when approaching a bench to sit on, or a campfire to sleep by.
Human Prefab fix and an extra check in NavAgentMoveRandom
- Added Agent and Unit components to all Unit prefabs
- Added Timeout to LOI SO prefab
- Added weather switch (prev, next, reset on numpad keys 7,8,9 respectively) to WeatherController
- Tweaked mats after b13 made shit all shiny.
- Added "SetFinishedOnAwake" bool to Building class
- Fixed PlayerController debug cam toggle not working properly (player would remain disabled)
- Fixed MouseLook toggle on debug cam not working (space toggles)
- Added useSmartObjects toggle to NavAgentMoveRandom
- SleepHere, SitOnMe, GroupController fixes.
- New HumanFemaleController and anims for working actions.
- Fixed Sabertooth assets
Updated StandardWorld lighting code to match unity standard in b13 (specular workflow); same except using world-space normal
Updated all Before/Standard (weathered) shaders to b13
Updated terrain blend extension to match b13 changes
Cleaned up Quickbrush templates, added mesh clouds, tweaked ocean shader
Fixed interpolation for Force to Position/Rotation, so that the snap is much smoother.
- Fixed issue where a Location of Interest never would be properly removed from an Agent's behavior stack. A little hacky fix, so will get back to finding the root of the problem.
- Fixed SleepHere SO overriding parent class' sky field.
- Added Debug DrawLine to the active behavior of agents, to better visualize agent and so relationships at runtime.
Moved timeout of SO subscription to TOD scaled time.
Now that the NavAgentMoveRandom is using Location Of Interest, it adds the requirement of setting the priority category of the SO in code.
Prefab update with LOI Prefab set
Fixed SitOnMe awkward seating bug.
Quick dirty fix for NavAgentMoveRandom to place an LOI SO instead of pure nav agent crap. Fixed the "entry" bug on the anim controller
- More animation controller tweaks
- Improved BuildingController and Building for cleaner init process for buildings, their states and child SmartObjects
- Yet more controller fixes. SitOnObject, SitOnGround now triggers, updated Behave tree for SitOnMe SO.
More controller and anim fixes
Fixed HumanMale idle anim lengths, renamed various Sitting anims and animator params
Cleaned up HumanMaleController transitions, fixed HumanRandomiser
So this has the change for the speed Greater than 0 rule for transitioning out of sleep state.
- Fixed some minor bugs related to Smart Objects and lists that were changed while under iteration.
- Added a Grater than 0 speed requirement for transitioning out of isSleeping.
Changed SO Play Animation nodes to call into SetTrigger instead of SetBool.
Fixing issues with FilmingControl and HumanRandomiser
Raycasts should hit triggers.
- Updated TOD
- Workaround for WeatherController init process bugging out. (controller now finds WeatherManager on awake if not already initialised)
- Cleaned up the debug camera/player disable toggle
- Removed UnityEngine.UI.dll from plugins
Fixed spawn raycasts hitting SmartObjects when they really, truly shouldn't.
- SmartObject's SphereCollider is now a Trigger.
- Fixed Physics Collision Matrix to ignore SmartObject's Sphere Collider.
Added a first iteration of Sleep Here, but it has some minor bugs still.
- Copied DebugCamera out to a standalone prefab.
- Made a copy of island_arid_1 in the concept scenes folder, cleaned up so that it functions properly outside of the game
- Renamed the cliff rock prefabs to cliff1, cliff2 and so on
- Started some prep for biome specific Season settings support
Removed mesh manipulation from terrainBlendObject; not necessary anymore because of raytraced terrain normal map
Mopped up a little
Properly added refresh menu to grass
- Added tooltips and headers to the Smart Object component for better clarity of parameters.
- Added timeout with base and range to Smart Object subscriptions.
Fixed terrain blend transitions
Fixed snow overlay normals
Some dirty properties in PlayerController and CameraController to help when swtiching to non-player cameras.
Fixed BlendLUT disabling itself.