Release Notes
1.7.2
ADDED
- Tooltips
- Walker and Building Dialogs in Town Demo
- Notifications in Three Demo(Risks, Monuments)
CHANGED
- Building Alternative is rotated on build
FIXED
- Error in Editor Windows with Unity 2021
- TownConstruction finishing prematurely
- Error caused by Harvest Tasks being restarted
- Off Mesh Link on Bridges in Three Demo
1.7.1
ADDED
- Notification System and Notifications for
- Town Constructions finishing
- Town Season changing
- Town Walkers dying
- Urban Tornados
- Town Trees falling down is now visualized
- Town Walkers can visualize Tools for Tasks
- Woodcutters and Foresters use an Axe
FIXED
- critical bug preventing loading of most walkers
- bridges not working as roads after reloading
- worker walkers bug when site loads later or is destroyed
- dead town inhabitants not being removed from their home
- some other minor fixes in the town demo
1.7.0
3D Colony Sim Demo
This release marks the official promotion of CityBuilderTown from experimental to an official demo. This means a removal of all placeholders and a rework of all elements of the demo. This includes a completely new Set of Low Poly 3D Models used in that demo.
1.6.1
ADDED
- ZoomCollider on CameraController can keep camera from clipping
(used in town demo and three demo stage two)
FIXED
- TerrainModifier not replacing TerrainData in collider
(caused bad highlighting in generated town demo scenes)
1.6.0
ADDED
- TerrainRoadManager visualizes roads by changing terrain texture
- Terrain option in Setup Dialog
- MovementPlayground and BuildingPlayground test scenes
- DepopulationHappening which kills a fraction of the population
- TownDemo
- title screen, menus, difficulty, map generation
- market building, distribution task, peddler job
- road tool and task
- views for food, wood and actions
- test project
- inspector tooltips, xml documentation
- …
IMPROVED
- TerrainModifier can also save height and texture
- GridHeight is applied to Buildings
- Walker can use NavMeshAgent for movement
- BuildingBuilder adjusts position based on camera direction
- CameraController now saves rotation
FIXED
- LayerKeyVisualizer on scaled canvas
- HasPoint on NavMesh when elevated
1.5.1
ADDED
- PopulationVisualizer that displays population quantity and capacity
- ManualExpansion allows placement of ExpandableBuilding in Editor
CHANGED
- DistributionComponent
no longer discards items the seller brings back if the storage has been filled
additional new option on SaleWalker to reserve space for the items it carries - TownHomeComponent spawns walkers even when empty
FIXED
- ProductionWalkerComponent missing calls to base methods
- StructureTerrainTrees not changing on load
- TownDeliveryTask not finishing when items are brought directly
- TownGatheringComponent and TownForestingComponent task cleanup and saving
- TownFieldTask was missing walker assignment
1.5.0
first in a series of 2-3 updates that focus on the new CityBuilderTown demo, documentation and core framework improvements
ADDED
- CityBuilderTown[EXPERIMENTAL]
- terrain based
- task system
- Walker Actions and Processes
- higher level walker control
- Risk- and ServiceCategory
- building and walker bars
- service category evolution
- Building Prefab Alternatives
- ItemConstructionComponent
- replaces building when items have been supplied
IMPROVED
- Documentation
- header comments for all core objects
- descriptions for demo manual pages
- core building components manual diagram
- Walker now directly exposes an Animator
- animation parameters on WalkerInfo(Walk, Direction, Carry)
- additional storage modes(ItemSpecific, TotalItemCapped, TotalUnitCapped)
- various interfaces simplified
FIXED
- mouse wrongly touch panning
- camera shake on middle mouse drag
1.4.6
ADDED
- Mobile support for Urban and Defense Demos
- adjusted UI
- added touch controls
- WalkerAreaMask (NavMesh areas for use in PathTag)
1.4.5
ADDED
- More uses for PathTag (see Walkers manual page)
- RoadBlockers in Three Demo can be set to let certain Walkers pass
- Different Pathing by Ground Tile in StructurePathDebugging test scene
IMPROVED
- URP upgradability for Three demo (see CityBuilderThree/URP)
- Employment Priorities are displayed in descending order
FIXED
- Service Values increasing over time instead of decreasing
- walker rotation in urban tunnel scene
- three props now use the correct materials
- links in manual pdf
1.4.0
ADDED
- Food View in Three Demo
uses the overhauled views and bars and the new IItemHolder interface
walkers can now also have bars; added bars that show items using their icons - Tornado Happening in Urban Demo
IMPROVED
- Health Bars in Defense Demo reintegrated with Core Views and Bars
- Rain in Three Demo now affects Heat and Water
the new ILayerModifier interface can be used to globaly affect Layers - Religion in Historic Demo now affects Farming Efficiency
the new ScoreEfficiencyComponent uses a Score to affect Building efficiency - Migration in Three Demo is now driven by a Score
this happiness score combines employment, housing quality and food availability
FIXED
- suppressed unused event warnings
- recursive error in retrievers
- missing sprites in urban demo
- minor errors in tests
1.3.0
ADDED
- Timings system (events, animations and text based on playtime)
- Hexagon support in Setup, Map, Tiles, …
- Decorator Structures that save rotations and sizes
- Object Generator for easy map object generation
IMPROVED
- FireWalker in Three Demo now actively walks to and extinguishes fires
- Walkers use better points to enter and exit buildings(Pathfinding accepts multiple starts/ends)
- BuildingRequirement can now require Buildings(see BuildingRequirementDebugging)
- DefaultGameManager now saves the current randomization state
FIXED
- AccessType Exclusive
- Rotations in XY Maps
1.2.0
ADDED
- Overview Windows for Buildings, Walkers and Items
these display all the objects in a set with preview images
objects can be filtered, cloned and deleted
IMPROVED
- Complete visual overhaul of 3D City Builder Demo
- 25 Original Low Poly Buildings
- Humanoid Walkers with Animations
- Maps, Props, Materials, Effects, …
- Updated “Start from Scratch” Tutorial
- Incorporates new Setup and Overview Windows
- New sprites for Buildings and Walkers
CHANGED
- Common walker properties have been moved to WalkerInfo
PathTyp, PathTag, Speed, MaxWait, Delay
FIXED
- Expandable buildings not loading their expansion
- Buildings having wrong scale after being affected by BuildingAddonTransformer
this lead to buildings in the three demo always being slightly off scale or very off scale when the framerate was low - Roads for Bridge being amended without rotation
- Path Recalculation for moving walkers in Defense Demo
- Roads being demolished when their RoadBlocker was demolished
Roads are “underlying” and therefore only demolished when no non “underlying” structure is demolished at the same time - Pooled walkers retaining their items and state
- …
1.1.0
ADDED
- Setup Wizard window
creates a clean project template with placeable buildings
configure display modes, axis, sizes, … in a simple dialog - Expandable Buildings
building size is determined during building
expand building in one or two dimensions
showcased in the new bridge building of THREE demo - enhanced Full 3D support
showcased in new 3D demo scene in THREE demo
support for perspective camera and 3D roads
height parameter in walkers can modify their display
(move along terrain or change to different layer in tunnel) - Road Switching
allows destination walkers to move between road networks
showcased in SwitchRoadDebugging scene in tests and tunnel scene in urban demo
IMPROVED
- Building Requirements now support various modes and configurations
- Road Requirements can now be configured to amend missing roads
- Cell Size of grid is taken into account in default and isometric map
CHANGED
- RoadBuilding functionality has been merged into regular Buildings
FIXED
- incorrect camera area when camera was pitched enough to look up
- structure level editor not working inside arrays
- monument pathing when using worker pooling
- …
1.0.0
ADDED
- urban demo project
simple city sim in isometric 2d
showcases various 1.0 features - connections core system
build a network of feeders and passers
enables water and electricity networks - connected tiles that switch sprite based on their neighbors
simple base class and variants for rectangle and isometric grids
IMPROVED
- walkers can now be pooled using ObjectPool
- roads now support multiple networks
simply use MultiRoadManager instead of DefaultRoadManagerrails and roads in urban demo
- structures now support multiple levels
easily control which levels a structure inhabits using the level togglesa single point in the urban demo can have a pipe, road and power line; pumps inhabit all three levels
- new view type that displays building efficiency
CHANGED
- demo materials have been switched from urp to legacy shaders
- sort axis moved to camera controller
FIXED
- blockers not working after save/load
- building walkers not triggering on spawn
- panning in xy isometric maps
- speed controls in historic demo
- …
0.9.0
Initial Release