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

10 Years Ago
Diagonal edge scroll movement.
10 Years Ago
Added icon, branding and replaced cursor. Tweaked prefabs.
10 Years Ago
Scene cleanup and some tweaks.
10 Years Ago
Smooth camera controlling for Land View implemented. Added a hack right now for Free View, and Unit View is not yet implemented.
10 Years Ago
Missed a bit
10 Years Ago
Added a dev grey material with grid texture. Tweaked some of the PlayerController speeds.
10 Years Ago
Missing metas
10 Years Ago
Some more asset cleanup. Work on radial menu UI.
10 Years Ago
Cleaning up in Player Controller, basically separating out into Camera Controller / Camera Model / Player Controller / etc.
10 Years Ago
Adding a speedtree test (not working)
10 Years Ago
Cleaning up assets a bit.
10 Years Ago
Moving towards more defined "what is unity components and what is totem components" for our player controller.
10 Years Ago
Removed all menu items, replaced with a new game button.
10 Years Ago
Main menu and loading screen UI tweaks.
10 Years Ago
Sceneupdates
10 Years Ago
Cleaned up PlayerControl camera stuff a bit, kinda broke the smoothing though...
10 Years Ago
Prefab and scene updates for consistency
10 Years Ago
Updated Main Camera Prefab a little
10 Years Ago
Added basic screen edge scrolling with smoothing.
10 Years Ago
Apparently I missed some things
10 Years Ago
Updated island 2 assets. Added Tom's Terrain Tools.
10 Years Ago
Some minor changes to AI.
10 Years Ago
More work on AI, almost ready to do some runtime testing now.
10 Years Ago
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.
10 Years Ago
More work on Behave/AI. Babysteps: reading, watching tutorials, more reading and then some doing.
10 Years Ago
Experimenting a bit with setting up Behave and smart objects.
10 Years Ago
Exported new island with better splat and tree guide for more testing of MegaScatter. Getting better results now, but not great yet.
10 Years Ago
Nuked temperate canyons scene. Added another test island. Added MegaScatter plugin for terrain workflow. Added utility script to replace terrin splatmaps.
10 Years Ago
Started on Behave integration and setting up the first actual experimental structure in the Behave editor.
10 Years Ago
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.
10 Years Ago
Added Behave to the project
10 Years Ago
Setting GameScreen to only load a single subscene until we have issues revolving offsetting scenes and navmeshes solved. Added a simple NavAgentDummy for testing.
10 Years Ago
Now using StaticBatchingUtility.Combine on any gameobject tagged Static Batch Root. All children of root must use same material.
10 Years Ago
Forgot to add the BoxCollider required component to all the scenes.
10 Years Ago
- 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.
10 Years Ago
Added a new test island scene.
10 Years Ago
Working towards a GameScreen specific loading scheme for sub scenes. For now doing nothing specific towards this, but laying the groundwork.
10 Years Ago
And recommitting the version that I "know" is from the Standalone folder.
10 Years Ago
Trying to delete and replace with Standalone version... doubt it will help, but this constant stream of jenkins failure...
10 Years Ago
Nuking A* Pathfinding Project.
10 Years Ago
Fixed A* Pathfinding Project's RecastGenerator so that it actually compiles for Unity 5.
10 Years Ago
Trying to replace the UI dll with the Standalone version.
10 Years Ago
Looks like this is needed to compile under Visual Studio.
10 Years Ago
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.
10 Years Ago
- 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.
10 Years Ago
Fixed the remaining issue when starting the game from an "Island" scene in the Working folder.
10 Years Ago
Loading the startup scene again instead of loading the Globals prefab.
10 Years Ago
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.
10 Years Ago
Auto saved runtime scenes now go into Scenes/Runtime/Islands to match the working directory structure. Updated readme.
10 Years Ago
Added readme for scenes folder