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17,530 Commits over 1,614 Days - 0.45cph!

10 Years Ago
- Added a proper debug camera to the Player prefab. F10 to toggle, WSAD movement, Mouse 3 panning, Mouse 2 FOV, space to toggle freelook. - Moved WeatherController to the player cameras
10 Years Ago
Rock16 prefab.... more fixes to helper scripts and stuff.
10 Years Ago
Test files for Bill.
10 Years Ago
Added HumanRandomiser component to randomise UnitView visuals
10 Years Ago
Changed standard shaders to use surface shaders instead; still wip; anything to stop the pink he said Removed customized built-in standard shader clutter Fixed a couple of things in terrain weather extension/object
10 Years Ago
Random Walk now works together with Smart Object subscriptions for Agents.
10 Years Ago
Fixed so that a unit supports exiting the SitOnMe state, but it's not 100% working yet.
10 Years Ago
- Added ZoneFoliage component. Seasonal foliage controls now per zone. - Cleaned up SceneInfo a bit, commented our collider comparison stuff in GameScreen - WeatherManager and WeatherVolume cleanup - Nuked a wild terrain.raw file in project root - Tweaked Seasons settings
10 Years Ago
Fixed some SO related issues.
10 Years Ago
fixed skinning issues on eagle mesh
10 Years Ago
- Season assets now including tinting for all 4 splat layers. Foliage no longer uses a multiplier but the raw Color + Hue variations. - BlendLUT now properly finds the correct Amplify component for the camera it's on - Added blured copies of the cloud textures for shadow projectors (which don't hit speedtrees so meh) -
10 Years Ago
Switched normal map bake to raycasted normals
10 Years Ago
- Fixed Blend LUT error when it can't find a TOD prefab - Cleaned up cutscene shots - Cleaned up some building prefabs, replaced old mesh props in scenes - Scene updates
10 Years Ago
SceneInfo editor only fix
10 Years Ago
TerrainMeta splat fix
10 Years Ago
Reverted TerrainMeta changes from bad merge
10 Years Ago
- Renamed the splat tint colors in TerrainMeta to Splat1, 2 etc. - Fixed Scene loading issue (now Additive, potentially some issues I've not spotted) - Fixed GroupController spawning, correctly samples Navmesh - NavAgentMoveRandom now samples the Navmesh as well - Exposed scene name variable in SceneInfo/Zone Frontend (context menu item to fill it) - Set all Unit speeds to base walking numbers
10 Years Ago
Asset format update
10 Years Ago
Added timing utility class Fixed heightmap encoding (is stored normalized in the texture) Made normalmap use a bit less memory (no longer store x in alpha) Enabled map decoding at terrain load
10 Years Ago
island_unit_so_test_trefall updates with new Navmesh. Added some debug helpers to GroupController
10 Years Ago
Fixed Sabertooth Unit View prefab and group data
10 Years Ago
Fixed Unit_Human not being selectable
10 Years Ago
- Renamed some group perfabs. - Nuked old template scene because it's no use to anyone. - Some FilmingControl updates
10 Years Ago
Cleaned up scene loading for the new approach so that we no longer delete and reload an already loaded scene.
10 Years Ago
Refactored TerrainMeta / TerrainSkin and TerrainMath baking process
10 Years Ago
- Removed CameraPath3 - Added Cinema Director Suite - Made SeasonManager a lot more efficient
10 Years Ago
Fixed standalone build error in SceneAsset
10 Years Ago
More scene size fixes (everything from our end is now fixed)
10 Years Ago
Reworked the scene save and load structure so we no longer have _runtime duplicates for all our scenes. Added DestroyOnAwake script (must sit on the EditorOnly object in scenes)
10 Years Ago
Asset format update
10 Years Ago
Fixed some minor grass color issues
10 Years Ago
Made scenes a bit smaller Kept TerrainMath from serializing until I find a better place to store its data
10 Years Ago
Updated eagle anims & mesh fbx (skinning still needs tweaking)
10 Years Ago
- Some /Content cleanup - Added HumanMale@Rafting (with asset included) - Added deformable ocean test scene
10 Years Ago
Moved MegaFriers
10 Years Ago
Fixed compilation issues in OGL; possibly other platforms as well Added built-in standard/universal cginc dependencies to avoid surprises in the future
10 Years Ago
Forgot to ignore the ShaderForge folder meta files as well
10 Years Ago
Removed ShaderForge + added it to ignore.conf
10 Years Ago
Forced asset serialization to text mode, which will help in the long run... http://i.imgur.com/fFY2Na7.png
10 Years Ago
Added MegaFriers back in for some deformation tests
10 Years Ago
Updated custom standard/universal-based shaders for b12 Removed obsolete legacy terrain shader
10 Years Ago
Updated to b12. Some building prefab changes.
10 Years Ago
Added TerrainMeta to all terrains
10 Years Ago
Backup commit of an initial working version of the grass system (do not use yet)
10 Years Ago
Cleaned up all scenes and updated Main Menu with a new background. Added latest theme music
10 Years Ago
Fixed OnDrawGizmos error in GroupAgentsMoveTo
10 Years Ago
- Updated TOD - Added a DOF control script to FilmCamera prefab - Tweaked SkyDome settings to hog CPU less - Moved some utility scripts around
10 Years Ago
- Added some utility animation controller scripts for filming - Tweaked shot 1 paths - Added Eagle asset and animations
10 Years Ago
Fixed Water shader
10 Years Ago
Broken water shader