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v1.1.3
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+ Updated unity to 5.6.1f1
+ Modernized splash screen
+ Some minor animation bugfixes
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applejag committed May 28, 2017
1 parent 38c01c0 commit 318bbbd
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Showing 123 changed files with 89,096 additions and 26,510 deletions.
33 changes: 33 additions & 0 deletions .collabignore
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@@ -0,0 +1,33 @@
# ===========================
# Default Collab Ignore Rules
# ===========================

# OS Generated
# ============
.DS_Store
._*
.Spotlight-V100
.Trashes
Icon?
ehthumbs.db
[Tt]humbs.db
[Dd]esktop.ini

# Visual Studio / MonoDevelop generated
# =====================================
[Ee]xported[Oo]bj/
*.userprefs
*.csproj
*.pidb
*.suo
*.sln
*.user
*.unityproj
*.booproj

# Unity generated
# ===============
[Oo]bj/
[Bb]uild
sysinfo.txt
*.stackdump
18 changes: 9 additions & 9 deletions Assets/Animations/gui_leaf.controller
Original file line number Diff line number Diff line change
Expand Up @@ -28,9 +28,9 @@ AnimatorController:
m_Controller: {fileID: 9100000}
m_AnimatorLayers:
- serializedVersion: 5
m_Name: Base Layer
m_StateMachine: {fileID: 110754882}
m_Mask: {fileID: 101100000, guid: 8d738f4017d643148be747a450ff9365, type: 2}
m_Name: Hover effect layer
m_StateMachine: {fileID: 110721848}
m_Mask: {fileID: 0}
m_Motions: []
m_Behaviours: []
m_BlendingMode: 0
Expand All @@ -40,12 +40,12 @@ AnimatorController:
m_SyncedLayerAffectsTiming: 0
m_Controller: {fileID: 9100000}
- serializedVersion: 5
m_Name: Hover effect layer
m_StateMachine: {fileID: 110721848}
m_Name: Base Layer
m_StateMachine: {fileID: 110754882}
m_Mask: {fileID: 0}
m_Motions: []
m_Behaviours: []
m_BlendingMode: 0
m_BlendingMode: 1
m_SyncedLayerIndex: -1
m_DefaultWeight: 1
m_IKPass: 0
Expand Down Expand Up @@ -81,7 +81,7 @@ AnimatorStateTransition:
m_Mute: 0
m_IsExit: 0
serializedVersion: 3
m_TransitionDuration: 0.1
m_TransitionDuration: 0
m_TransitionOffset: 0
m_ExitTime: 1
m_HasExitTime: 0
Expand Down Expand Up @@ -153,7 +153,7 @@ AnimatorStateTransition:
m_Mute: 0
m_IsExit: 0
serializedVersion: 3
m_TransitionDuration: 1
m_TransitionDuration: 0
m_TransitionOffset: 0
m_ExitTime: 1
m_HasExitTime: 0
Expand Down Expand Up @@ -384,7 +384,7 @@ AnimatorState:
m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0}
m_Name: Open swiftly
m_Speed: 12
m_Speed: 8
m_CycleOffset: 0
m_Transitions:
- {fileID: 110155638}
Expand Down
4 changes: 2 additions & 2 deletions Assets/Animations/npc_bug_export_noTexture_02.controller
Original file line number Diff line number Diff line change
Expand Up @@ -13,13 +13,13 @@ AnimatorController:
m_DefaultFloat: 0
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 9100000}
m_Controller: {fileID: 0}
- m_Name: Flip
m_Type: 9
m_DefaultFloat: 0
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 9100000}
m_Controller: {fileID: 0}
m_AnimatorLayers:
- serializedVersion: 5
m_Name: Base Layer
Expand Down
106 changes: 106 additions & 0 deletions Assets/Editor/BatchBuild.cs
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@@ -0,0 +1,106 @@
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;

public class BatchBuild {

[MenuItem("Batch Build/Batch Build Standalone (OS X, Windows, Linux)")]
public static void BuildGame() {
// Get filename
string path = EditorUtility.SaveFilePanel("Choose location of built games", "", "", "");
if (path.Length == 0) return;

string filename;
if (Path.GetExtension(path) == ".All files")
filename = Path.GetFileNameWithoutExtension(path);
else filename = Path.GetFileName(path);

path = Path.Combine(Path.GetDirectoryName(path), filename);

Debug.Log("Starting batch build...");

_BuildGame(path, filename, BuildTarget.StandaloneWindows);
_BuildGame(path, filename, BuildTarget.StandaloneWindows64);
_BuildGame(path, filename, BuildTarget.StandaloneOSXIntel);
_BuildGame(path, filename, BuildTarget.StandaloneOSXIntel64);
_BuildGame(path, filename, BuildTarget.StandaloneLinux);
string f = _BuildGame(path, filename, BuildTarget.StandaloneLinux64);


Debug.Log("Batch build complete!");
EditorUtility.DisplayDialog("Batch Build", "Building for Windows 32bit, Windows 64bit, OS X 32bit, OS X 64bit, Linux 32bit, Linux 64bit complete!", "OK");
EditorUtility.RevealInFinder(f);
}

[MenuItem("Batch Build/Batch Build and Zip Standalones (OS X, Windows, Linux)")]
public static void BuildGameAndZip() {
// Get filename
string path = EditorUtility.SaveFilePanel("Choose location of built games", "", "", "");
if (path.Length == 0) return;

string filename;
if (Path.GetExtension(path) == ".All files")
filename = Path.GetFileNameWithoutExtension(path);
else filename = Path.GetFileName(path);

Debug.Log("Starting batch build...");

_BuildGameAndZip(path, filename, BuildTarget.StandaloneWindows);
_BuildGameAndZip(path, filename, BuildTarget.StandaloneWindows64);
_BuildGameAndZip(path, filename, BuildTarget.StandaloneOSXIntel);
_BuildGameAndZip(path, filename, BuildTarget.StandaloneOSXIntel64);
_BuildGameAndZip(path, filename, BuildTarget.StandaloneLinux);
string f = _BuildGameAndZip(path, filename, BuildTarget.StandaloneLinux64);


Debug.Log("Batch build complete!");
EditorUtility.DisplayDialog("Batch Zip Build", "Building and zipping for Windows 32bit, Windows 64bit, OS X 32bit, OS X 64bit, Linux 32bit, Linux 64bit complete!", "OK");
EditorUtility.RevealInFinder(f);
}

private static string _BuildGame(string path, string filename, BuildTarget target) {

BuildPlayerOptions options = new BuildPlayerOptions();
string ext = null;
options.scenes = EditorBuildSettings.scenes
.Where(s => s.enabled)
.Select(s => s.path)
.ToArray();
options.target = target;

switch (target) {
case BuildTarget.StandaloneWindows: ext = "_win32.exe"; break;
case BuildTarget.StandaloneWindows64: ext = "_win64.exe"; break;
case BuildTarget.StandaloneOSXIntel: ext = "_osx32.app"; break;
case BuildTarget.StandaloneOSXIntel64: ext = "_osx64.app"; break;
case BuildTarget.StandaloneLinux: ext = "_linux32.x86"; break;
case BuildTarget.StandaloneLinux64: ext = "_linux64.x86_64"; break;
default: throw new System.Exception("Unsupported build target type \"" + target.ToString() + "\"");
}

string folder = path + Path.GetFileNameWithoutExtension(ext);
Directory.CreateDirectory(folder);
options.locationPathName = Path.Combine(path + Path.GetFileNameWithoutExtension(ext), filename + ext);

string err = BuildPipeline.BuildPlayer(options);

if (!string.IsNullOrEmpty(err))
Debug.LogError("Error on building for target " + target.ToString() + "\n" + err);
else
Debug.Log("Successfully build for target " + target.ToString());

return folder;
}

private static string _BuildGameAndZip(string path, string filename, BuildTarget target) {
string folder = _BuildGame(path, filename, target);
string zipname = folder + ".zip";

ZipUtil.ZipFolder(zipname, folder);
Directory.Delete(folder, true);

return zipname;
}

}
12 changes: 12 additions & 0 deletions Assets/Editor/BatchBuild.cs.meta

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Original file line number Diff line number Diff line change
Expand Up @@ -77,7 +77,7 @@ public override void OnInspectorGUI () {
// display info text when screen blend mode cannot be used
Camera cam = (target as BloomAndFlares).GetComponent<Camera>();
if (cam != null) {
if (screenBlendMode.enumValueIndex==0 && ((cam.hdr && hdr.enumValueIndex==0) || (hdr.enumValueIndex==1))) {
if (screenBlendMode.enumValueIndex==0 && ((cam.allowHDR && hdr.enumValueIndex==0) || (hdr.enumValueIndex==1))) {
EditorGUILayout.HelpBox("Screen blend is not supported in HDR. Using 'Add' instead.", MessageType.Info);
}
}
Expand Down
2 changes: 1 addition & 1 deletion Assets/Editor/CustomInspectors/ImageEffects/BloomEditor.cs
Original file line number Diff line number Diff line change
Expand Up @@ -85,7 +85,7 @@ public override void OnInspectorGUI () {
// display info text when screen blend mode cannot be used
Camera cam = (target as Bloom).GetComponent<Camera>();
if (cam != null) {
if (screenBlendMode.enumValueIndex==0 && ((cam.hdr && hdr.enumValueIndex==0) || (hdr.enumValueIndex==1))) {
if (screenBlendMode.enumValueIndex==0 && ((cam.allowHDR && hdr.enumValueIndex==0) || (hdr.enumValueIndex==1))) {
EditorGUILayout.HelpBox("Screen blend is not supported in HDR. Using 'Add' instead.", MessageType.Info);
}
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -51,15 +51,15 @@ public override void OnInspectorGUI () {
if (textureImporter.mipmapEnabled == true) {
doImport = true;
}
if (textureImporter.textureFormat != TextureImporterFormat.AutomaticTruecolor) {
doImport = true;
}
//if (textureImporter.textureFormat != TextureImporterFormat.AutomaticTruecolor) {
// doImport = true;
//}

if (doImport)
{
textureImporter.isReadable = true;
textureImporter.mipmapEnabled = false;
textureImporter.textureFormat = TextureImporterFormat.AutomaticTruecolor;
//textureImporter.textureFormat = TextureImporterFormat.AutomaticTruecolor;
AssetDatabase.ImportAsset (path, ImportAssetOptions.ForceUpdate);
//tex = AssetDatabase.LoadMainAssetAtPath(path);
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -42,7 +42,7 @@ public override void OnInspectorGUI () {

Camera cam = (target as Tonemapping).GetComponent<Camera>();
if (cam != null) {
if (!cam.hdr) {
if (!cam.allowHDR) {
EditorGUILayout.HelpBox("The camera is not HDR enabled. This will likely break the Tonemapper.", MessageType.Warning);
}
else if (!(target as Tonemapping).validRenderTextureFormat) {
Expand Down
2 changes: 1 addition & 1 deletion Assets/Editor/CustomInspectors/e_NPCDialogBox.cs
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,7 @@ public override void OnInspectorGUI() {
Rect pitchRect = EditorGUILayout.GetControlRect();
EditorGUI.BeginProperty(pitchRect, new GUIContent(min.displayName), min);
EditorGUI.BeginProperty(pitchRect, new GUIContent(max.displayName), max);
EditorGUI.MinMaxSlider(new GUIContent("Random Pitch"), pitchRect, ref minValue, ref maxValue, -3, 3);
EditorGUI.MinMaxSlider(pitchRect, new GUIContent("Random Pitch"), ref minValue, ref maxValue, -3, 3);
EditorGUI.EndProperty();
EditorGUI.EndProperty();

Expand Down
6 changes: 3 additions & 3 deletions Assets/Editor/CustomInspectors/e_Transform.cs
Original file line number Diff line number Diff line change
Expand Up @@ -93,8 +93,8 @@ void OnSceneGUI() {
RaycastHit hit;
if (Physics.Raycast(ray, out hit, Camera.current.farClipPlane, LayerMask.GetMask("Default", "Terrain"))) {
Handles.color = new Color(0, 1, 1);
Handles.ArrowCap(controlID, hit.point, Quaternion.FromToRotation(Vector3.forward, hit.normal), 1);
Handles.CircleCap(controlID, hit.point, Quaternion.FromToRotation(Vector3.forward, hit.normal), 1);
Handles.ArrowHandleCap(controlID, hit.point, Quaternion.FromToRotation(Vector3.forward, hit.normal), 1, EventType.ignore);
Handles.CircleHandleCap(controlID, hit.point, Quaternion.FromToRotation(Vector3.forward, hit.normal), 1, EventType.ignore);

#region Draw meshes
foreach (var filter in hit.collider.GetComponentsInChildren<MeshFilter>()) {
Expand Down Expand Up @@ -164,7 +164,7 @@ void OnSceneGUI() {
Vector3 newpos = lastHit.point + t.position - center;

Handles.color = new Color(1, 1, 0, .5f);
Handles.CircleCap(controlID, newpos, Quaternion.FromToRotation(Vector3.forward, Vector3.up), 1);
Handles.CircleHandleCap(controlID, newpos, Quaternion.FromToRotation(Vector3.forward, Vector3.up), 1, EventType.ignore);
foreach(var filter in t.GetComponentsInChildren<MeshFilter>()) {
Vector3 offset = filter.transform.position - t.position;
mat.SetPass(0);
Expand Down

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Binary file added Assets/Editor/Plugins/Ionic.Zip.dll
Binary file not shown.
34 changes: 34 additions & 0 deletions Assets/Editor/Plugins/Ionic.Zip.dll.meta

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