19,298 Commits over 1,614 Days - 0.50cph!
Changed SO Play Animation nodes to call into SetTrigger instead of SetBool.
Fixing issues with FilmingControl and HumanRandomiser
Raycasts should hit triggers.
- Updated TOD
- Workaround for WeatherController init process bugging out. (controller now finds WeatherManager on awake if not already initialised)
- Cleaned up the debug camera/player disable toggle
- Removed UnityEngine.UI.dll from plugins
Fixed spawn raycasts hitting SmartObjects when they really, truly shouldn't.
- SmartObject's SphereCollider is now a Trigger.
- Fixed Physics Collision Matrix to ignore SmartObject's Sphere Collider.
Added a first iteration of Sleep Here, but it has some minor bugs still.
- Copied DebugCamera out to a standalone prefab.
- Made a copy of island_arid_1 in the concept scenes folder, cleaned up so that it functions properly outside of the game
- Renamed the cliff rock prefabs to cliff1, cliff2 and so on
- Started some prep for biome specific Season settings support
Removed mesh manipulation from terrainBlendObject; not necessary anymore because of raytraced terrain normal map
Mopped up a little
Properly added refresh menu to grass
- Added tooltips and headers to the Smart Object component for better clarity of parameters.
- Added timeout with base and range to Smart Object subscriptions.
Fixed terrain blend transitions
Fixed snow overlay normals
Some dirty properties in PlayerController and CameraController to help when swtiching to non-player cameras.
Fixed BlendLUT disabling itself.
- 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