17,530 Commits over 1,614 Days - 0.45cph!
Impala updates. Removed duplicate skin variable from HumanUnitView
Moved Unit Skin var to UnitView base classs.
Ocean prefab updated with correct Ground layer for the seabed
Runtime commit, just to make sure we're all running from the same origins.
Fixed ground in all scenes + added the arctic scene to the GameManager's list of subscene runtimes.
Backup committing random snow stuff, and a derpy snow test scene. Emphasis on derpy.
Animation import updates. Controller cleanup for bear and sabertooth.
Made default human material colors not so terrible...
Updated Player, Tag and Build settings.
Fix for the System CPU shiz.
Updated to latest UnityVS.
Human Male View prefab update
Looks like I had to do this to get things set properly in human unit settings with respect to view prefabs.
Tweaked various Human Male animations.
Fixed unit skin coloring.
Removed race->gender view prefab as it was simply duplicating race specifc view prefabs.
Human Unit Settings now has both male and female view prefabs at the base of race and species, and the spawn code takes this into account.
Now using material instead of sharedMaterial, so that old people actually don't give everyone grey hair if spawned last, etc.
Human spawns now get hair color, skin color and hair style randomized based on the settings.
Units now scale based on race/gender/age modifiers.
Got HumanUnitController integrated and working together with HumanTribeGroupController and PlayerController.
Added UnitAnimation script to UnitView.
Bear anims added (2x idle, run, walk, sit, x2 sitting idles)
Unit View prefabs added for all current animals
Fruit tree updates. Couple small tweaks to Camera script. Ocean and sky prefabs updated.
Fruit bush speedtree, fixed error in SceneInfo.cs (tag string)
Updated all scenes with correcct Editor Only tagged objects... because Unity likes to recreate the tag :|
Cleaned up SceneSaveHook and nuked the duplicate "Editor Only" tag.
Renamed IdleBlender to AnimationRandomiser, and made more generic.
More fixes to group spawning. Not quite there yet, but getting there.
Spawning of viewPrefab from the HumanUnitSettings now works through the HumanTribeGroupController, but for some strange reason, I can't drag UnitViews onto Gender specific View Prefabs...?
Started on new Group Controller implementation based on the new Unit/Group Settings implementations.
Added StateMachineBehavior for animation randomisation. Sends random numbers to a blendtree based on the number of animations available (currently entered by hand, but will make it automagic)
Initial ragdoll tests on Mammoth and Wolf. Mammoth animations (death, walk, idle). Added subfolders for Unit Views.
Updated Wolf and anims (idle, sit, walk, run)
Made some changes to the Unit Settings based on Bill's input.
Another pass at getting these Unit Settings properly formated.
Nuked old trees and moved TimeControl script
Fleshed out the Tribe Group Settings some more.
Started on Group Settings.
Added default scaleModifier settings for Age to Unit Settings.
Added better default settings for the Unit Settings and it's now hard-setting the species, race and gender enums with "ShowOnly", so that this can't be changed in the inspector. I also added a ColorUtility that gives access to basic operations such as color blending, lightening, darkening, desaturating, etc, which I use to automatically modify the hair color of different ages in the initial unit settings (for both human and bear).
Creating new Unit Settings Assets now work again.