19,298 Commits over 1,614 Days - 0.50cph!
Some more work on the unit selection logic.
Working on unit specific mechanics.
Fiddled around a bit with batching settings, but to no avail. Looks like it's broken in b4 :-/
Camera Controller now choose itself what to disable when UI is in Modal state. Thus we now smoothly ease to a stop when the radial menu pops up while we were moving, for instance.
More work on cleanup. UIManager can now expose InModalState, which in turn PlayerController enables when opening the radiual menu, thus preventing the Camera Controller to receive input. Might be we'll want the Camera Controller to control itself what is enabled and disabled when UI is in modal state, but at least this is a first step.
Lightmaping on whitebox and island_small_1
Build Settings are now loaded for subscenes automatically and forwarded into GameScreen, even in built runtimes.
Bugged me that this line was there :D
Fixed issues related to playing a build version.
Cleanup all the things even more
Cleanup step, taking out a lot of deprecated ngui stuff.
Added a frame pan to Camera FreeMode, while holding middle mouse button
Added movement to Camera Free Mode... seems to have fixed the transform resets too..!?
Added a smoothing function to the edge scroll timeout on grab, so that the edge scroll timeout isn't a on/off but rather a smooth transition from 0 to 1.
Added a timeout of the edge scrolling when performing a grad. Change the parameter under Edge Scroll of Camera Controller.
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.