17,530 Commits over 1,614 Days - 0.45cph!
Started on integration of a Scriptable Object Asset based Unit Type Settings direction, and so far it's shaping up really well I think.
Fixed missing material on attach impala corpse
Mouselook should be disabled by default
TOD/Camera/Fog tweaks. Island 2 updates. New LUTs. Fixed campfire rotations and tweaked fire FX. Added TimeControl script to Player (numpad +/-).
Ok, so things move again when selected. Might look like it supports multi-selection, but no, not yet :-)
Spawning now working with different gender weights and misc other stuff. Making selected units move to a location is broken though.
Even more work on group spawn mechanics.
More work towards group spawns.
Game Manager is now a prefab.
Added GroundController to every scene and fixed subscene loading issue with new test scene.
All building assets exported and prefabbed. Standardised materials for animal assets. Updated template scene.
Adding new files before merging my shelved changes
Updated to b5 + rebaked test scene navmesh.
Added bear asset. Started reworking camp building assets and prefabs (still WIP).
Fixed debug_units context error
More work on group spawning mechanics. Still not quite there, trying to solve some editor debug viewing of what will spawn... not as easy as I had hoped :P Oh well, getting there!
Added a toggle for edge scrolling camera movement. Fixed the camera mode switch issue. More prefab updates.
Texture palette for land animals
Commiting so that I can update
Added color multiplier to the WaterUpdate script. Cleaned up prefabs and scenes a bit. Added Shark assets.
Started implementation of GroupController and Group spawning for a zone. Nothing that actually spawns yet, but it's getting there...
Simple non-SO move to location.
Moved mouse interaction with Unity Controllers over to a custom implementation, which solved all the problems we were facing with the uGUI based approach.
Just merging these things that seem to want changing :P
REALLY PLASTIC IS THIS HOW YOU GONNA PLAY ME?
Missed some bits because aaaah fuck you beta 4 and your random folders.
Updated TOD, trees, whale. Water.
Even more work and experiemnts on the Unit Controller.
More work on the Unit Controller and "surrounding" integration and architecture "flow".
Some more work on the unit selection logic.
Working on unit specific mechanics.
Fiddled around a bit with batching settings, but to no avail. Looks like it's broken in b4 :-/
Camera Controller now choose itself what to disable when UI is in Modal state. Thus we now smoothly ease to a stop when the radial menu pops up while we were moving, for instance.
More work on cleanup. UIManager can now expose InModalState, which in turn PlayerController enables when opening the radiual menu, thus preventing the Camera Controller to receive input. Might be we'll want the Camera Controller to control itself what is enabled and disabled when UI is in modal state, but at least this is a first step.
Lightmaping on whitebox and island_small_1
Build Settings are now loaded for subscenes automatically and forwarded into GameScreen, even in built runtimes.
Bugged me that this line was there :D
Fixed issues related to playing a build version.
Cleanup all the things even more
Cleanup step, taking out a lot of deprecated ngui stuff.
Added a frame pan to Camera FreeMode, while holding middle mouse button
Added movement to Camera Free Mode... seems to have fixed the transform resets too..!?
Added a smoothing function to the edge scroll timeout on grab, so that the edge scroll timeout isn't a on/off but rather a smooth transition from 0 to 1.
Added a timeout of the edge scrolling when performing a grad. Change the parameter under Edge Scroll of Camera Controller.