19,298 Commits over 1,614 Days - 0.50cph!
More fixes to group spawning. Not quite there yet, but getting there.
Spawning of viewPrefab from the HumanUnitSettings now works through the HumanTribeGroupController, but for some strange reason, I can't drag UnitViews onto Gender specific View Prefabs...?
Started on new Group Controller implementation based on the new Unit/Group Settings implementations.
Added StateMachineBehavior for animation randomisation. Sends random numbers to a blendtree based on the number of animations available (currently entered by hand, but will make it automagic)
Initial ragdoll tests on Mammoth and Wolf. Mammoth animations (death, walk, idle). Added subfolders for Unit Views.
Updated Wolf and anims (idle, sit, walk, run)
Made some changes to the Unit Settings based on Bill's input.
Another pass at getting these Unit Settings properly formated.
Nuked old trees and moved TimeControl script
Fleshed out the Tribe Group Settings some more.
Started on Group Settings.
Added default scaleModifier settings for Age to Unit Settings.
Added better default settings for the Unit Settings and it's now hard-setting the species, race and gender enums with "ShowOnly", so that this can't be changed in the inspector. I also added a ColorUtility that gives access to basic operations such as color blending, lightening, darkening, desaturating, etc, which I use to automatically modify the hair color of different ages in the initial unit settings (for both human and bear).
Creating new Unit Settings Assets now work again.
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".