17,530 Commits over 1,614 Days - 0.45cph!
- 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
Rock16 prefab.... more fixes to helper scripts and stuff.
Added HumanRandomiser component to randomise UnitView visuals
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
Random Walk now works together with Smart Object subscriptions for Agents.
Fixed so that a unit supports exiting the SitOnMe state, but it's not 100% working yet.
- 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
Fixed some SO related issues.
fixed skinning issues on eagle mesh
- 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)
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Switched normal map bake to raycasted normals
- 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
SceneInfo editor only fix
Reverted TerrainMeta changes from bad merge
- 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
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
island_unit_so_test_trefall updates with new Navmesh. Added some debug helpers to GroupController
Fixed Sabertooth Unit View prefab and group data
Fixed Unit_Human not being selectable
- Renamed some group perfabs.
- Nuked old template scene because it's no use to anyone.
- Some FilmingControl updates
Cleaned up scene loading for the new approach so that we no longer delete and reload an already loaded scene.
Refactored TerrainMeta / TerrainSkin and TerrainMath baking process
- Removed CameraPath3
- Added Cinema Director Suite
- Made SeasonManager a lot more efficient
Fixed standalone build error in SceneAsset
More scene size fixes (everything from our end is now fixed)
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)
Fixed some minor grass color issues
Made scenes a bit smaller
Kept TerrainMath from serializing until I find a better place to store its data
Updated eagle anims & mesh fbx (skinning still needs tweaking)
- Some /Content cleanup
- Added HumanMale@Rafting (with asset included)
- Added deformable ocean test scene
Fixed compilation issues in OGL; possibly other platforms as well
Added built-in standard/universal cginc dependencies to avoid surprises in the future
Forgot to ignore the ShaderForge folder meta files as well
Removed ShaderForge + added it to ignore.conf
Forced asset serialization to text mode, which will help in the long run... http://i.imgur.com/fFY2Na7.png
Added MegaFriers back in for some deformation tests
Updated custom standard/universal-based shaders for b12
Removed obsolete legacy terrain shader
Updated to b12. Some building prefab changes.
Added TerrainMeta to all terrains
Backup commit of an initial working version of the grass system (do not use yet)
Cleaned up all scenes and updated Main Menu with a new background.
Added latest theme music
Fixed OnDrawGizmos error in GroupAgentsMoveTo
- Updated TOD
- Added a DOF control script to FilmCamera prefab
- Tweaked SkyDome settings to hog CPU less
- Moved some utility scripts around
- Added some utility animation controller scripts for filming
- Tweaked shot 1 paths
- Added Eagle asset and animations