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19,298 Commits over 1,614 Days - 0.50cph!

10 Years Ago
Changed SO Play Animation nodes to call into SetTrigger instead of SetBool.
10 Years Ago
Fixed HumanMale@Walk
10 Years Ago
Stray character
10 Years Ago
Fixing issues with FilmingControl and HumanRandomiser
10 Years Ago
Raycasts should hit triggers.
10 Years Ago
- 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
10 Years Ago
Fixed spawn raycasts hitting SmartObjects when they really, truly shouldn't.
10 Years Ago
- SmartObject's SphereCollider is now a Trigger. - Fixed Physics Collision Matrix to ignore SmartObject's Sphere Collider.
10 Years Ago
Added a first iteration of Sleep Here, but it has some minor bugs still.
10 Years Ago
- 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
10 Years Ago
Files.
10 Years Ago
Stuff.
10 Years Ago
Removed mesh manipulation from terrainBlendObject; not necessary anymore because of raytraced terrain normal map Mopped up a little
10 Years Ago
Properly added refresh menu to grass
10 Years Ago
- Added tooltips and headers to the Smart Object component for better clarity of parameters. - Added timeout with base and range to Smart Object subscriptions.
10 Years Ago
Fixed terrain blend transitions Fixed snow overlay normals
10 Years Ago
Some dirty properties in PlayerController and CameraController to help when swtiching to non-player cameras.
10 Years Ago
Fixed BlendLUT disabling itself.
10 Years Ago
- 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
10 Years Ago
Rock16 prefab.... more fixes to helper scripts and stuff.
10 Years Ago
Test files for Bill.
10 Years Ago
Added HumanRandomiser component to randomise UnitView visuals
10 Years Ago
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
10 Years Ago
Random Walk now works together with Smart Object subscriptions for Agents.
10 Years Ago
Fixed so that a unit supports exiting the SitOnMe state, but it's not 100% working yet.
10 Years Ago
- 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
10 Years Ago
Fixed some SO related issues.
10 Years Ago
fixed skinning issues on eagle mesh
10 Years Ago
- 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) -
10 Years Ago
Switched normal map bake to raycasted normals
10 Years Ago
- 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
10 Years Ago
SceneInfo editor only fix
10 Years Ago
TerrainMeta splat fix
10 Years Ago
Reverted TerrainMeta changes from bad merge
10 Years Ago
- 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
10 Years Ago
Asset format update
10 Years Ago
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
10 Years Ago
island_unit_so_test_trefall updates with new Navmesh. Added some debug helpers to GroupController
10 Years Ago
Fixed Sabertooth Unit View prefab and group data
10 Years Ago
Fixed Unit_Human not being selectable
10 Years Ago
- Renamed some group perfabs. - Nuked old template scene because it's no use to anyone. - Some FilmingControl updates
10 Years Ago
Cleaned up scene loading for the new approach so that we no longer delete and reload an already loaded scene.
10 Years Ago
Refactored TerrainMeta / TerrainSkin and TerrainMath baking process
10 Years Ago
- Removed CameraPath3 - Added Cinema Director Suite - Made SeasonManager a lot more efficient
10 Years Ago
Fixed standalone build error in SceneAsset
10 Years Ago
More scene size fixes (everything from our end is now fixed)
10 Years Ago
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)
10 Years Ago
Asset format update
10 Years Ago
Fixed some minor grass color issues
10 Years Ago
Made scenes a bit smaller Kept TerrainMath from serializing until I find a better place to store its data