17,530 Commits over 1,614 Days - 0.45cph!
Diagonal edge scroll movement.
Added icon, branding and replaced cursor. Tweaked prefabs.
Scene cleanup and some tweaks.
Smooth camera controlling for Land View implemented. Added a hack right now for Free View, and Unit View is not yet implemented.
Added a dev grey material with grid texture. Tweaked some of the PlayerController speeds.
Some more asset cleanup. Work on radial menu UI.
Cleaning up in Player Controller, basically separating out into Camera Controller / Camera Model / Player Controller / etc.
Adding a speedtree test (not working)
Cleaning up assets a bit.
Moving towards more defined "what is unity components and what is totem components" for our player controller.
Removed all menu items, replaced with a new game button.
Main menu and loading screen UI tweaks.
Cleaned up PlayerControl camera stuff a bit, kinda broke the smoothing though...
Prefab and scene updates for consistency
Updated Main Camera Prefab a little
Added basic screen edge scrolling with smoothing.
Apparently I missed some things
Updated island 2 assets. Added Tom's Terrain Tools.
Some minor changes to AI.
More work on AI, almost ready to do some runtime testing now.
More work on the AI solution, this time focusing on the AI Manager, adopting ideas from Rust's AIHandler, but also working it in more tightly with how Totem works.
More work on Behave/AI. Babysteps: reading, watching tutorials, more reading and then some doing.
Experimenting a bit with setting up Behave and smart objects.
Exported new island with better splat and tree guide for more testing of MegaScatter. Getting better results now, but not great yet.
Nuked temperate canyons scene. Added another test island. Added MegaScatter plugin for terrain workflow. Added utility script to replace terrin splatmaps.
Started on Behave integration and setting up the first actual experimental structure in the Behave editor.
Updated to Unity 5.0.3 beta, which seem to have changed some meta files. Checking in and hopefully won't cause too bad conflicts if any.
Added Behave to the project
Setting GameScreen to only load a single subscene until we have issues revolving offsetting scenes and navmeshes solved. Added a simple NavAgentDummy for testing.
Now using StaticBatchingUtility.Combine on any gameobject tagged Static Batch Root. All children of root must use same material.
Forgot to add the BoxCollider required component to all the scenes.
- Zones now load sub scenes and acts like a "capsule" for managing everything concerning the explicit scene it's awarded. Since we have a ZoneManager around the Zones, this should be all nicely managed within the GameScreen now.
- Loading two sub scenes now by default, within Zones.
- Doing a stupid BoxCollider intersection test for all spawned zones. This won't work once we have more than two scenes (moving one unintelligently might cause overlap with the third, etc), so will need to move towards a smarter overlap-preventer-scheme. One step at the time though :-)
- For now we set up the boundaries of an "island"/"zone" on the root gameobject in each Working/ scene.
Added a new test island scene.
Working towards a GameScreen specific loading scheme for sub scenes. For now doing nothing specific towards this, but laying the groundwork.
And recommitting the version that I "know" is from the Standalone folder.
Trying to delete and replace with Standalone version... doubt it will help, but this constant stream of jenkins failure...
Nuking A* Pathfinding Project.
Fixed A* Pathfinding Project's RecastGenerator so that it actually compiles for Unity 5.
Trying to replace the UI dll with the Standalone version.
Looks like this is needed to compile under Visual Studio.
Changed name of root gameobject in bootstrap game scene to "World", and name of any subscenes to "Land". Now when BaseScreen loads a subscene, the root gameobject of that scene is added as child to the main scene of that Screen.
- Fixed bug related to scenes from Working directory not being part of the Build Settings and then executing the game while such a scene was the active one in editor. The fix required a custom Build system that I added to the File Menu (Build Before), roughly based on Rust's Build system.
- Custom Build System
- Automatic Game Screen Sub Scene list Generation when in Editor Mode, based on parsing the Build Settings Scenes list.
Fixed the remaining issue when starting the game from an "Island" scene in the Working folder.
Loading the startup scene again instead of loading the Globals prefab.
Refactored the Screen/Scene loading mechanics a bit. Now loading scenes from Runtime works perfectly, both from startup scene, or any other scene (whether they're part of a Screen that only have a single Main Scene, or a Screen that holds multiple Sub Scenes as well). There's a strange bug when loading from the Working directory right now in that it loads a scene id with -1 the index actually specified for Main and Sub scenes... Will try a fix next that replaces int id loading for string name based Level/Scene loading.
Auto saved runtime scenes now go into Scenes/Runtime/Islands to match the working directory structure. Updated readme.
Added readme for scenes folder