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

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