19,298 Commits over 1,614 Days - 0.50cph!
Now using StaticBatchingUtility.Combine on any gameobject tagged Static Batch Root. All children of root must use same material.
Forgot to add the BoxCollider required component to all the scenes.
- 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.
Added a new test island scene.
Working towards a GameScreen specific loading scheme for sub scenes. For now doing nothing specific towards this, but laying the groundwork.
And recommitting the version that I "know" is from the Standalone folder.
Trying to delete and replace with Standalone version... doubt it will help, but this constant stream of jenkins failure...
Nuking A* Pathfinding Project.
Fixed A* Pathfinding Project's RecastGenerator so that it actually compiles for Unity 5.
Trying to replace the UI dll with the Standalone version.
Looks like this is needed to compile under Visual Studio.
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.
- 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.
Fixed the remaining issue when starting the game from an "Island" scene in the Working folder.
Loading the startup scene again instead of loading the Globals prefab.
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.
Auto saved runtime scenes now go into Scenes/Runtime/Islands to match the working directory structure. Updated readme.
Added readme for scenes folder
Reorganised scene folders. Added SceneSaveHook.cs to handle runtime scene saving and cleanup and build scenes management.
Added @garry 's ScenesToPrefabs script.
Updated to latest Amplify* (from Rust repo) and latest TOD from Dropbox.
Renamed *Control classes to *Controller.
Cleanup Pass -> Deleted some deprecated files, Cleaned up the namespaces and renamed EntityTemplateManager to TemplateManager.
Renamed StartupDependent to SceneInfo
Added Sabertooth with new anims, still quite WIP.
Fixed new GameScreen Sub Scene setup and SubsceneDummies for temperate_canyons.
When not starting the game from a subscene, the BaseScreen will now pick a random subscene in the list of available subscenes.
Fixed some of the Screen to Scene relationship issues + loading from any "subscene" issues we were having.
Reverted camera movement changes. Reset prefab to correct rotations and updated reset script to match. Updated Human Female prefabs.
Random edits. Not entirely sure why I've changed ProjectSettings, but I guess I have...
Fixed direction that we move camera to be properly the camera forward and right vectors.
Added human female assets
Simplified the input manager settings. Added a basic click n drag camera control.
DX11 is not friends with my laptop
Added whitebox for my own experiments/tests. Also added Visual Studio for Unity.
Scene updates. Rexported trees. Switched to standard/native shaders until fog is fixed with SF.
Trees rexported using the new UVed pallette texture...
Mammoth imported. Trees reimportd with proper scale.
Nuked some broken rock prefabs. Added new shader for fabrics (self illum and vertex color controller animation) wipppy wip wip
Asset cleanup and rexporting with standardised scaling and other fixes
Re exported impala at proper scale
Initial commit of project ported to U5, mostly broken and messy for now.