724 lines
33 KiB
Plaintext
724 lines
33 KiB
Plaintext
************************************
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* TERRAIN GRID SYSTEM *
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* (C) Copyright 2015-2022 Kronnect *
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* README FILE *
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************************************
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How to use this asset
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---------------------
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Firstly, you should run the Demo Scene provided to get an idea of the overall functionality.
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Later, you should read the documentation and experiment with the tool.
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Hint: to use the asset, drag the TerrainGridSystem prefab from Resources/Prefabs folder to your scene and assign your terrain to it.
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Demo Scene
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----------
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There's one demo scene, located in "Demos" folder. Just go there from Unity, open "Demo1" scene and run it.
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Documentation/API reference
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---------------------------
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Please check the Documentation folder. It contains instructions on how to use the prefab and the API so you can control it from your code.
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Support
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-------
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Please read the documentation and browse/play with the demo scene and sample source code included before contacting us for support :-)
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* Support-Web: https://kronnect.com/support
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* Support-Discord: https://discord.gg/EH2GMaM
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* Email: contact@kronnect.com
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* Twitter: @Kronnect
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Future updates
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--------------
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All our assets follow an incremental development process by which a few beta releases are published on our support forum (kronnect.com).
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We encourage you to signup and engage our forum. The forum is the primary support and feature discussions medium.
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Of course, all updates of Terrain Grid System will be eventually available on the Asset Store.
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Version history
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---------------
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Current version
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- A warning is now shown in the Terrain Grid System inspector if Depth Priming Mode is enabled in URP
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- [Fix] Fixed a territory creation issue when there're no territories
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Version 15.0
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- Added VR support
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Version 14.9
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- Improved thick interior border rendering
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- Added option to render interior borders on top of regular territory borders
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- Added option to draw additional borders for territory enclaves
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- Added option to display territory debug info in SceneView
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- API: added TerritoryGetAdjancetCells()
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- CHANGE: API: OnTerritoryClick event now also received the region index of the territory clicked
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- [Fix] API: added missing regionIndex parameter to TerritoryDrawInteriorBorder overload
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- [Fix] API: fixed bug in CellGetHexagonDistance when using hexagonal grid with pointy top option
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- [Fix] API: CellGetBoxDistance now take sinto account the use disagonals option
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Version 14.8
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- Improved demo scene 26: territory create/destroy
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- Grid Editor: added "Display Debug Data" with option to visualize cell index, coordinates and path-finding crossing cost
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- API: added "Max Cell Cross Cost" to FindPath method
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Version 14.7
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- Internal performance optimizations
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- Grid Move snippet: added more details to the OnCellMove event
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- API: ComputeClearance is now a public method
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- [Fix] API: CellGetInArea now cover the case where the area is smaller than the cell size
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- [Fix] API: Fixed TerritoryCreate(List<int> cells) issue which won't display the new territory
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- [Fix] API: DestroyTerritory won't refresh the colorized area correctly
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Version 14.6.1
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- Fixes
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Version 14.6
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- Internal redesign of Cell and Territory animations
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- [Fix] Fixed an issue with path-finding when changing grid dimensions at runtime
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Version 14.5.1
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- Added "Show Cell Indices" option under Grid Editor section
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- API: added "expand" paramenter to CellDrawBorder
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- Cell and frontiers custom thickness with orthographic camera adjusted to approach similar thickness with perspective cameras
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- [Fix] Fixed fading animation repetition issue
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Version 14.4
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- Terrain Grid System no longer needs to be parented to a terrain object when in Multi-Terrain mode
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- Grid Editor: added fields for per-side cross cost
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- API: added CellExpandSelection(list of cell indices): adds surrounding cells to a list of given cells
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Version 14.3
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- API: added ShowAll()" method which enables all previously hidden surfaces
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- API: added CellDestroyBorder() which destroys a custom drawn border using CellDrawBorder
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Version 14.2
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- API: added CellSetTexture with color option
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- Added "Highlight Mask" texture option
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Version 14.1
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- Row & columns in boxed grids can be set to 1
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- [Fix] API: CellGetExtrudedGameObject fixes when used in 2D grids
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Version 14.0 (TGS 2)
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- Added support for multi-tiled terrains
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- Added demo scene 29: multi-tiled terrain
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- Added demo scene 28: checkerboard
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- Added demo scene 27: territory interior borders
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- Added demo scene 26: territory create/destroy
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- Added new territory generation options: asymmetry, organic and max iterations
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- Added "Pointy Top" hexagon shape option
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- Added "Flat Mask" to Flat Cells option
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- Added "Grid Mask Inside Count" option: minimum number of vertices that must be inside the grid mask to consider the entire cell is inside the mask
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- Added "Cell Custom Thickness" toggle to specify when it should thick borders (instead of deriving from cell thickness value directly)
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- Pathfinding: added "Min Clearance" parameter to FindPath. Let you specify the minimum width of the path so the unit can pass along. Uses true clearance algorithm, see: https://harablog.wordpress.com/2009/01/29/clearance-based-pathfinding/
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- New snippet: TGS Move With Pathfind
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- Performance optimization in the algorithm that detects the gameobject under the grid when using mesh-based terrains
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- Performance optimization of hexagonal grid generation
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- Internal performance optimizations
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- Improved Fill Padding algorithm
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- Grid Editor: added ability to set cell crossing cost
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- Added option to disable usage of stencil buffer
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- API: added CellGetExtrudedGameObject
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- API: added TerritoryDrawInteriorBorder with animation option, TerritoryHideInteriorBorders
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- API: added territoryInteriorBorderPadding, territoryInteriorBorderThickness properties
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- API: added GetCentroid demo to scene 13
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- API: added TerritoryCreate, TerritoryDestroy methods
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- API: added CellIsAdjacentToTerritory, CellIsAdjacentToCell methods
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- API (change): added ignoreCanCrossCheckOnAllCellsExceptStartAndEndCells option to FindPath(). Now, ignoreCanCrossCheckOnAllCells will also ignore start and end cells
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- API: added MoveTo(), MovePause(), MovePauseToggle(), MoveResume(), MoveCancel() helper methods. See demo scene 28.
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- API: GetTerritoryPosition now returns a better centroid
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- API: added TerritorySetColor, TerritorySetTexture shortcut methods
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- API: added TerritoryDestroyAll
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- API: added CellDrawBorder
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- API: new CellSetCanCross overload that takes a list of cell indices
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- API: new CellGetInArea overload that takes a gameobject
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- API: TerritoryGetFrontierCells() can now filter by region and also include cells at the edge of the grid
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- MeshCollider is not added if selection mode is None
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- [Fix] Fixed texture not showing when setting a material to a cell during the OnCellClick event
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- [Fix] Fixed grid orientation issue when parent is rotated
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- [Fix] Fixed duplicate neighbour entries in merged cells
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- [Fix] API: CellIsBorder now works with irregular grids as well
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Version 13.9.1
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- API: changed CellGetNeighboursWithinRange maxCost parameter type to float
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- [Fix] Fixed CellSetColor issue when highlight effect is set to None
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Version 13.9
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- Added demo scene 25: sample usage of CellGetInArea using a collider
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- API: added CellGetInArea(collider...): returns a list of cells under a given collider
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- [Fix] Fixed regression which casues a highlight point offset when there're blocking objects in the ray direction
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Version 13.8
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- Added demo scene 24: how to select cells within a cone of view
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- API: added CellGetIndex(localPosition): new overload that returns the cell index based on a local position in the grid
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- API: added CellGetWithinCone: returns a list of cells contained in a cone defined by a position, a direction and angle
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- [Fix] It's ensured that raycast results are now ordered properly when using grids over multiple meshes
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Version 13.7
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- API: SetCellVisible now accepts a third optional parameter to specify if cell should be pulled from any territory
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- API: added non-destructive SetNumTerritories which can preserve current cell state
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Version 13.6.2 15/3/2022
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- [Fix] API: fixed an issue with CellGetNeighbours when passing int.MaxValue to maxSteps parameter
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Version 13.6.1 13/3/2022
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- Thinner cell thickness
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- Random state is now preserved then grid is generated
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Version 13.6 18/2/2022
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- Added "Blocking Mask" option. Useful to cancel highlighting when other objects block the raycast.
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Version 13.5.1 24/Jan/2022
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- [Fix] API: fixed CellGetInArea issue with grid scale
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Version 13.5 20/Jan/2022
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- Added "Max Height Difference" option
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- [Fix] Fixed "Respect Other UI" behaviour when using the new Input System
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Version 13.4 3/Jan/2022
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- API: added CellSetMaterial / TerritorySetMaterial
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- [Fix] Fixed highlight offset when using the new Input System
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- [Fix] Fixed touch interactions on mobile with the new Input System
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Version 13.3.1 2/Jan/2022
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- [Fix] Fixed CancelAnimations() issue when using Math.Infinity with duration on CellColorTemp method
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- [Fix] Fixed CellGetNeighboursWithinRange issue when passing minSteps = 0
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Version 13.3 22/Dec/2021
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- API: added HighlightTerritoryRegion, HighlightCellRegion, HideTerritoryRegionHighlight, HideCellRegionHighlight
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- [Fix] Fixed an interaction issue with multiple grids over same terrain
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Version 13.2.1 25/Nov/2021
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- API: added "CanCrossCheckType.ignoreCanCrossCheckOnStartCells" and "CanCrossCheckType.ignoreCanCrossCheckOnEndCells" options to FindPath method
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Version 13.2 22/Nov/2021
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- API: added "CanCrossCheckType.ignoreCanCrossCheckOnStartCells" and "CanCrossCheckType.ignoreCanCrossCheckOnEndCells" options to FindPath method
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- API: added TerritoryGetFrontiers. Returns the points that form the shape or frontier of a territory region
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- API: restored "SetTerrain()" method. You can also use "terrainObject" property instead.
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Version 13.1 16/Nov/2021
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- Added "Flat Cells" option
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- [Fix] Fixed heightmap issue with custom meshes
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- [Fix] Fixed blink effect when calling CancelAnimations with a fade-out duration
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Version 13.0 27/Oct/2021
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- Added new options to filter objects included in the terrain (Objects Layer Mask and Search Global options)
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- Added "Export Territory Mesh" button to Grid Edition section in inspector.
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- "Export Grid Mesh" button will now export all territories.
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Version 12.9 21/Oct/2021
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- Added demo scene 23: example of drag & drop events
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- Added "Highlight Cell Use Color" option. Enabling this option will use the current cell color for the highlight fade
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- Added "Highlight Border Size/Color" options (only available in box grids). Adds a colored square to highlighted cell
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- Added HDR support to color properties
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- Removed LocationService class reference in IInputProxy.cs
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- API: added localCursorPosition, localCursorLastClickPosition
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Version 12.8.1 22/Sep/2021
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- Improved support for the new input system (check documentation)
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Version 12.8 30/Aug/2021
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- API: new "Include Invisible Cells" option for path finding methods
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Version 12.7 19/Jul/2021
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- Added ability to use custom input controllers (check documentation)
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Version 12.6 15/Jul/2021
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- API: CellGetInArea() new "CheckAllVertices" parameter, increases accuracy
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- [Fix] Fixed inspector lag when TGS is selected
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Version 12.5 15/Jun/2021
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- Added "Cell Fill Padding"
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- Fixes and minor improvements
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Version 12.4 14/Jun/2021
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- API: new events: OnCellDragStart, OnCellDrag, OnCellDragEnd
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Version 12.3 8/Jun/2021
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- Circular fade: options to fade out the grid based on distance to a gameobject
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- API: added global static "grids" list which contains all grids in the scene
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- API: added static TerrainGridSystem.Contains(position) method which returns the grid that contains a position
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Version 12.2 24/May/2021
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- Draw call optimizations when texturing cells
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- Change: API: maxSearchCost parameter is now a float (previously an int)
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- [Fix] Fixed issue when changing the highlightMode property from a script in Awake event
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Version 12.1 10/May/2021
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- Improved demo scene Demo06_Positions
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- API: SetDimensions(). Added option to keep cell size after changing dimensions
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Version 12
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- Support for multiple territory regions
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- API: added TerritoryGetCells(). Returns all cells belonging to a territory or any of its regions.
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- API: added HideAll(). Quickly hides all surfaces.
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- API: OnRectangleDrag. Fires when user is making a selection with the rectangle selection feature (check documentation).
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- Added thickness correction when camera is in orthographic mode
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- [Fix] Added cellSize property documentation
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Version 11.5.1
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- Optimized draw calls when territory frontier thickness is set to 1
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Version 11.5
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- Allow rotation of grid when attached to terrain
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- Fixes
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Version 11.4.1
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- [Fix] Fixed an inspector issue in Unity 2020.2 that prevents correct refresh of grid after changing the seed parameter
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Version 11.4 23/Mar/2021
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- Territory border is no longer visible if marked as invisible (even disputing frontiers are invisible now)
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- Added sample of CellSetCanCross to demo scene 12
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Version 11.3.1 10/Mar/2021
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- [Fix] Fixed an issue computing neigbhours when even layout is used
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Version 11.3 7/Mar/2021
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- Improved performance of voronoi grid generation (x2 faster)
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Version 11.2
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- Added "No Overdraw" option which prevents any triangle overdraw
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- API: added "CellAddSprite" method
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Version 11.1.1
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- Internal changes to support hiding the highlight effect when pressing mouse button
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Version 11.1
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- API: added "OnGridSettingsChanged" event
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- API: added TerritoryDrawFrontier
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Version 11.0
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- Ability to store custom user data in JSON format in cells and territories
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Version 10.8
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- Added "Maximum Altitude" option
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Version 10.7
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- Added "Far Distance Fade" options - makes the grid transparent at custom distance from camera
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- API: added RedrawCells()
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- [Fix] Fixed grid generation issue using thick borders and disabled geometry shaders
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Version 10.6
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- Change: all events now receive a reference to the terrain grid system object to support multi-grid configurations
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- Added multi-grid and multi-terrain demo scenes. Example: https://youtu.be/40hXxxfGcJ4
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- When using the grid.bounds property, the y-size if now set to a minimum value, instead of 0, so it can be used to check if it contains other positions in world space
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- API: CellGetNeighbours will now correctly return all cells within range according to max search cost and max distance
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- Added warning if Unity terrain gameobject has rotations
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- [Fix] Fixes and improvements for surface adaptation over custom meshes
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Version 10.5.3
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- API: CellSetTerritory(). Performance and memory optimization when transferring cells to other territories.
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- [Fix] Fixed an issue with some Voronoi cells not snapping correctly to grid corners when number of cells is two
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Version 10.5.2
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- Slight performance optimizations for box and hexagonal grids
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- [Fix] Clicking the "Can Cross" toggle in grid editor now affects the entire selection of cells
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Version 10.5.1
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- [Fix] Fixed recolor issue when cell surface has +65000 vertices
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Version 10.5
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- Added support for thick borders on Metal platform
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- Improved appearance of thick borders when using transparency
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- API: added CellGetNeighbour(index, side)
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- [Fix] Fixed crash then adding prefab to scene
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Version 10.4.3
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- API: added CellGetCanCross()
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- [Fix] Fixed territory center bug when territories are created by a color texture
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Version 10.4.2
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- Floating cells now can be highlighted when using TGS over a group of objects parented to an empty gameobject
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- [Fix] Fixed colored cells losing their colors when pointer exits their surface under certain conditions
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Version 10.4.1
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- [Fix] Fixed cell group mask issue with CellGetNeighbours API
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Version 10.4
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- Added "Sorting Order" option to control rendering order in transparent mode (No Background option set to true)
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- Added demo scene 21: using a background texture to color cells instead of coloring individual cells
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- [Fix] Fixed an issue with SetGridCenterWorldPosition API when used on non standard terrain surfaces
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Version 10.3.1
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- General fixes and improvements
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Version 10.3
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- API: CellGetNeighours overload now can receive a List<int> parameter to reuse memory
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- API: FindPath overload now can receive a List<int> parameter to reuse memory
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- API: Added "maxResultsCount" parameter to CellGetNeighbours methods
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- [Fix] Reduced CPU overhead when using custom mesh terrains
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Version 10.2.1
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- Improvements to how grid adapts to a group of gameobjects
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Version 10.2
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- Added "Mesh Pivot" property to Grid Positioning section (only available when using custom terrain meshes)
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Version 10.1
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- Added canCross field to Grid Editor (it's also stored when grid settings are exported into TGS Config component)
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- Added option to hide cells of neutral territories
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- Minor fixes and improvements
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Version 10.0.1
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- [Fix] Fixed rendering order issue with Microsplat in forward rendering path
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Version 10.0
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- Custom territory thickness option
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- Option to bake Voronoi data into the scene. Improves runtime loading time when using many cells.
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- Alpha blending support when "No Background" option is enabled
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- API: added "fadeOutDuration" parameter to CancelAnimation methods
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- [Fix] Fixed null exception error in inspector when assigning a mask textured generated procedurally
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- [Fix] Grid now will appear correctly when changing rows or columns if showCells is set to false
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- [Fix] Fixed normal interpolation on mesh-based terrain
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Version 9.2.4
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- API: added CancelAnimations to stop all current animations on grid (flash, blink, colortemp, etc.)
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- [Fix] CellColorTemp finishes with a black cell when transparent background option is enabled
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Version 9.2.3
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- Added Min Elevation Multiplier to control minimum elevation shift between layers
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- [Fix] CellSetBorderVisible now issue a refresh at end of frame
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Version 9.2.2
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- [Fix] Fixed issue when building for Android
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Version 9.2.1
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- [Fix] API: fixed GetCellAtPosition issue with box topology
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Version 9.2
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- Added "Dual Colors" option to highlight effects
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- Added "bounds" property which returns the bounds of the grid in world space
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- [Fix] Fixed highlight effect when No Background option is enabled
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Version 9.1
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- Added ability to render without background geometry ("No Background" property)
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- Added Terrain Surface Depth Offset parameter to inspector
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- Optimized performance of flat 2D grids using box topology
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- API: added SetDimensions which changes rows/columns in one step
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- [Fix] API: fixed CellSetTexture not texturing certain cells
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- [Fix] Fixed rectangle selection issue when grid is in oblique angle
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- [Fix] Fixed grid not appearing when added dynamically to a terrain instance in a build
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Version 9.0 2019-MAY-1
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- Support for mesh-based terrains
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- Added "Clamp Vertices" option when Minimum Elevation is used
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- Minimum Unity version required is now 5.6, will be 2017.4 LTS by July 2019
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- Performance improvements
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- [Fix] Fixed near clip fade issue with territory borders
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Version 8.0 2019-APR-5
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- Rectangle selection support. Demo scene 20.
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- Snippets demo scene 19. New collection of TGS* scripts that use Terrain Grid System API interactively. Add them to any gameobject to make it interact with grid without coding. See TerrainGridSystem/Scripts/Snippets folder.
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- Added path-finding support for irregular topology
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- Reduction of vertex count in irregular topology by removing collinear segments
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- Improved performance of A* methods
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- API: added CellGetSideBlocksLOS / CellSetSideBlocksLOS to specify which cell sides block line of sight
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- API: added CellGetNeighboursWithinRange
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- API: added CellTestLineOfSight to filter a list of cells not visible from a given cell
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- API: added ignoreCanCrossCheck argument to FindPath and CellGetNeighbours methods
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Version 7.7 2019-MAR-19
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- Calling Redraw manually now forces immediaty refresh instead of refreshing at end of frame
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- Internal improvements to inspector
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- [Fix] Fixed class conflict with WPM Globe Edition
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- [Fix] Fixed Microsplat issue in forward rendering path
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Version 7.6.3 2019-MAR-11
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- [Fix] Added compatibility with Microsplat in Forward Rendering path
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Version 7.6.2 2019-MAR-1
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- [Fix] Fixed highlight issue when highlight effect is set to None and cell is colored using scripting
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- [Fix] Fixed cells not being updated when some settings changed and cells mesh was hidden
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Version 7.6.1 2019-JAN-7
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- [Fix] Fix for terrain color artifacts when roughness is zero
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Version 7.6 2018-DEC-24
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- API: added CellSetBorderVisible, TerritorySetBorderVisible
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- [Fix] Fixed issue when setting diagonal costs in box topology
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Version 7.5 2018-DEC-17
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- Exported mesh from Grid Editor now ensures UV coordinates are generated
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- Added support for per-side cross cost to grids of box topology
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- Refactored pathfinding feature to support floating point values
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- Support for Unity 2018.3
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Version 7.4 2018-DEC-08
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- Added Allow Highlight on Drag option
|
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- Inspector: added "Clear" button next to Redraw
|
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- Grid Editor: added Export Territory Mesh option
|
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- Exported configurations: convenient Clear Grid and Reload Config buttons
|
|
- Replaced Hex Scale with Hex Width when using regular hexagons
|
|
- Added Match Cell Size option in inspector for box topology
|
|
- API: added CellGetInArea(bounds, list, padding)
|
|
- [Fix] Regression: exported cell settings do not apply over grid
|
|
- [Fix] Fixed issue with ignoreStartEndCellCanCrossCheck in FindPath method
|
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Version 7.3 2018-NOV-06
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|
- API: added ignoreStartEndCellCanCrossCheck optional parameter to FindRoute method
|
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- Improved performance and accuracy of grid's mesh/surface generation
|
|
- [Fix] Reduced internal minimum vertex distance constant to allow really small cells
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Version 7.2 2018-SEP-18
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- Added camera property just in case main camera is not set
|
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- API: added CellGetFromGroup: retrives all cells from a group
|
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- API: added CellScaleSurface, TerritoryScaleSurface
|
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- Memory and performance optimizations
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Version 7.1 2018-AUG-27
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- API: added CellGetCrossCost; CellGetSideCrossCost now accepts direction argument.
|
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- API: added CellSetCrossCost(cell1, cell2) / CellGetCrossCost(cell1, cell2)
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Version 7.0 2018-AUG-21
|
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- Added repetition option to Cell and Territory flash/blink/... effects
|
|
- Added CellCancelAnimations / TerritoryCancelAnimations
|
|
- Added option to respect offset & scale when applying grid mask
|
|
- Added texture read enabled check to grid mask
|
|
- API: Added TerritoryGetFrontierCells
|
|
- API: Added CellGetGameObject / TerritoryGetGameObject
|
|
- API: Added CellSetSideCrossCost, CellSetCrossCost, CellGetSideCrossCost
|
|
- [Fix] Fixed cells Max Slope issue
|
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Version 6.8 2018-JUL-24
|
|
- New demo scene 18: progressive zoom
|
|
- Added Transparent Background option (requires any other background geometry that draws to zbuffer)
|
|
- API: Added WarmCells which pregenerate cell geometry for faster performance in gameplay
|
|
- API: Added GetRect which returns the world space rectangle enclosing the grid
|
|
- API: Added HideHighlightedRegions which cancels current highlighted cell or territory
|
|
- [Fix] Fixed territory boundary update issue when it does not contain any cell
|
|
|
|
Version 6.7 2018-JUL-15
|
|
- API: added CellGetNormal
|
|
- [Fix] Fixed calculation bug with CellGetAtPosition when grid center/scale parameters are used
|
|
|
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Version 6.6 2018-JUL-10
|
|
- Improved CellGetAtPosition performance (now O(1) speed)
|
|
- Grid Editor: shift now allows quick selection of cells as mouse move over them
|
|
- Grid Editor: selection marker now scales according to cell size
|
|
- API: Added optional territoryIndex to CellGetAtPosition which restricts the search making it even faster
|
|
- API: ability to provide a list of Voronoi site points using voronoiSites property
|
|
|
|
Version 6.5 2018-JUN-07
|
|
- Added Regular Hexagons option to inspector with Hexagon Scale parameter
|
|
- API: Added CellSetVisibility(obj, status) where obj can be a Rect, Collider, GameObject, Renderer or Bounds
|
|
- API: Added CellSetColor (simplified shortcut for CellToggleRegionSurface)
|
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|
Version 6.4.2 2018-MAY-23
|
|
- [Fix] Fixed null exception when toggling certain cells with a texture
|
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Version 6.4.1 2018-MAY-21
|
|
- [Fix] Fixed harmless inspector error message when TGS is selected and clicking outside the grid in SceneView
|
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|
Version 6.4 2018-MAY-14
|
|
- Grid Editor: added multiple selection with control key (hold Control key to select multiple cells)
|
|
- [Fix] Grid Editor: prevents terrain selection when clicking on grid cells
|
|
|
|
Version 6.3.2 2018-MAY-11
|
|
- API: SetGridCenterWorldPosition now repositions the grid at any position with snapping option. Demo scene 10b updated.
|
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|
Version 6.3.1 2018-APR-30
|
|
- [Fix] Fixed issue with disposal manager and multiple terrain grid instantiations
|
|
|
|
Version 6.3 2018-APR-20
|
|
- New memory manager avoids memory leaks when playing the scene several times inside Unity Editor
|
|
- [Fix] Fixed issue with some cells not being cleared when calling CellClear() method
|
|
- [Fix] Fixed issue with CellFadeOut no reseting the fade amount value
|
|
- [Fix] Fixed border cells not triggering OnCellExit event
|
|
- [Fix] Fixed error in TGS inspector on Unity 2018.1
|
|
- [Fix] Workaround for bug in Unity 2018.1 with colors and styles in the inspector on Metal
|
|
- [Fix] Fixed rare pathfinding bug which prevented some cells to be included in the GetCellNeighbours result
|
|
- [Fix] Fixed bug with right button click event
|
|
- [Fix] Fixed textured cells not accepting transparency
|
|
|
|
Version 6.2 2018-JAN-29
|
|
- Added highlight effect none (allows selection of cells and territories but does not show highlight effect)
|
|
- Added neutral territories (API: TerritorySetNeutral / TerritoryIsNeutral). Neutral territories do not dispute frontiers.
|
|
- [Fix] Fixed rare issue with territories surfaces when changing cell ownership
|
|
- [Fix] Removed harmless error message related to material lacking a mainTexture property
|
|
|
|
Version 6.1 2018-JAN-9
|
|
- Added new highlight effect options (texture additive, texture multiply, texture color, texture scale)
|
|
|
|
Version 6.0 2018-DEC-28
|
|
- Editor: added toggle to enable/disable grid editing options in Scene View
|
|
- API: Ability to assign cells to groups with CellSetGroup/CellGetGroup
|
|
- API: FindPath method now accepts cell group mask as argument to consider only certain cell groups
|
|
- API: Added CellGetLineOfSight() for Line of Sight computation. Example in demo scene 12.
|
|
- API: CellGetNeighbours now accepts a range/distance. Range example in demo scene 12.
|
|
- API: CellColorTemp, temporarily colors a cell or list of cells
|
|
- API: Added CellGetHexagonDistance
|
|
- Highlight Fade now accepts a range for increased effect flexibility
|
|
- Added Hightlight Speed option
|
|
- Max number of territories increased to 512
|
|
- Performance improvements
|
|
|
|
Version 5.2 2017-NOV-21
|
|
- New cell border thickness option (uses geometry shader, SM 4.0 required)
|
|
- Minor usability and performance improvements
|
|
- [Fix] Fixed issue with mesh vertex limit on very large colored surfaces
|
|
- [Fix] Fixed issue when clicking on cells in SceneView deselecting TGS
|
|
|
|
Version 5.1 2017-NOV-13
|
|
- New demo scene 17: using a texture to color cells
|
|
- Improved event system with new events: OnCellMouseDown, OnCellMouseUp, OnCellClick, OnTerritoryMouseDown, OnTerritoryMouseUp, OnTerritoryClick
|
|
- [Fix] Fixed "Respect Other UI" regression issues on mobile
|
|
|
|
Version 5.0.1 2017-NOV-6
|
|
- Added "Near Clip Fade" toggle to inspector
|
|
- API: Added TerritoryGetPosition, TerritoryGetRectWorldSpace, TerritoryGetVertexCount, TerritoryGetVertexPosition
|
|
- [Fix] Fixed highlighting issue on WebGL platform
|
|
- [Fix] Fixed highlighting issue when using CellFadeOut
|
|
|
|
Version 5.0 2017-OCT-4
|
|
- TGS now requires Unity 5.5 or later
|
|
- New demo scene 16: simple matching game
|
|
- API: new variants for CellBlink and CellFlash
|
|
- API: added CellGetRect to obtain the rectangle enclosing any given cell in local or worldspace
|
|
|
|
Version 4.9.2 2017-SEP-1
|
|
- New demo scene 15: create grid dynamically at runtime
|
|
- Cell tag field can now be modified in the Grid Editor
|
|
- [Fix] Fixed LoadConfiguration issue with cell colors
|
|
|
|
Version 4.9.1 2017-JUL-16
|
|
- [Fix] Fixed TerritogyGetNeighbours returning 0 elements
|
|
|
|
Version 4.9 2017-JUN-27
|
|
- Added EvenLayout option to hexagonal grid
|
|
- Added CellFlash, CellBlink, TerritoryFlash and TerritoryBlink new effects
|
|
|
|
Version 4.8 2017-MAY-31
|
|
- Added Max Movement Cost to path finding functions
|
|
- Minor optimizations (less GC when creating cells)
|
|
- [Fix] Fixed grid scale regression bug introduced in 4.7
|
|
- [Fix] Fixed territory disputed frontiers color issue
|
|
|
|
Version 4.7 2017-MAY-23
|
|
- Added new parameter to CellToggleRegionSurface and TerritoryToggleRegionSurface to specify if colored surface is shown on top of objects or on the ground
|
|
- [Fix] Fixed path finding missing some cells under heavy usage
|
|
- [Fix] Fixed OnCellEnter/OnCellExit firing null errors
|
|
|
|
Version 4.6.1 2017-MAR-14
|
|
- [Fix] Fixed cell visible property being ignored during redraw call
|
|
- [Fix] Fixed RespectOtherUI on mobile
|
|
|
|
Version 4.6 2017-MAR-07
|
|
- New demo scene 14 "PathFinding over terrain"
|
|
- Updated demo scene 10b with option to show neighbour cells
|
|
- Added Max Slope parameter to hide cells hanging over terrain edges
|
|
- Added Minimum Altitude parameter to hide cells under certain altitude
|
|
- Added gridMeshDepthOffset and gridSurfaceDepthOffset for improved control of zfighting issues
|
|
- Added gridCenterWorldPosition to simplify grid centering (also simplified gridCenter concept to be in the range of -0.5 to 0.5 irrespective of grid scale)
|
|
- [Fix] Fixed some issues when coloring certain hexagonal cells
|
|
- [Fix] Fixed/handled compatibility warnings with Unity 5.6
|
|
|
|
Version 4.5 2017-JAN-13
|
|
- New demo scene 10b: Grid around character
|
|
- Upped max cell count
|
|
- [Fix] Fixed internal territories issues with overlapping edges
|
|
|
|
Version 4.4 16-DEC-2016
|
|
- Added RespectOtherUI to prevent pointer interactions when it's over an UI element in front of the grid
|
|
- [Fix] Fixed depth offset parameter not being applied correctly
|
|
- [Fix] Fixed texture list empty in Editor
|
|
- [Fix] Fixed Unity 5.5 compatibility issues
|
|
|
|
Version 4.3 16-NOV-2016
|
|
- New events: OnTerritoryHighlight/OnCellHighlight with option to cancel highlight
|
|
- New territoryDisputedFrontiersColor property.
|
|
- Ability to set individual territory frontier color using TerritorySetFrontierColor
|
|
- Editor changes are now registered so Unity asks for changes to be saved
|
|
|
|
Version 4.2 26-SEP-2016
|
|
- Ability to define territories by using a color texture
|
|
- Support for enclaves (territories surrounding other territories)
|
|
- Public API reorganization
|
|
|
|
Version 4.1 - 20-SEP-2016
|
|
- Ability to add color textures to define territories
|
|
- New demo scene #13
|
|
|
|
Version 4.0 - 10-SEP-2016
|
|
- A* Path Finding system. New demo scene 12.
|
|
- Faster cells and territory line shaders
|
|
- Added new properties to the inspector to control near clip fade amount and falloff
|
|
- PathFinding now works with POT and non POT grid sizes
|
|
- [Fix] Fixed near clip fade effect with orthographic camera
|
|
|
|
Version 3.2 - 30-AUG-2016
|
|
- Ability to add two or more grids to same terrain
|
|
- New Elevation Base property to allow set higher heights to grid over terrain
|
|
- Updated demo scene 6b showing how to get the row/column of the cell beneath a gameobject and fade neigbhours/range of cells
|
|
- [Fix] Minor fix to CellGetAtPoint method which returned null when positions passed crossed the terrain
|
|
|
|
Version 3.1 - 24-JUL-2016
|
|
- New option in inspector to specify the minimum distance to camera for a cell to be selectable
|
|
- [Fix] Changed hexagonal topology so all rows contains same number of cells
|
|
|
|
Version 3.0 - 02-JUL-2016
|
|
- New grid editor section with option to load configurations
|
|
|
|
Version 2.2 - 23-JUN-2016
|
|
- New demo scene #11 showing how to transfer cells to another territory
|
|
- Ability to hide territories outer borders
|
|
- New API: CellSetTerritory.
|
|
- Redraw() method now accepts a reuseTerrainData parameter to speed up updates if terrain has not changed
|
|
- [Fix] Fixed lower boundary of territory in hexagonal grid
|
|
|
|
Version 2.1 - 03-JUN-2016
|
|
- New demo scene #10 showing how to position the grid inside the terrain using gridCenter and gridScale properties.
|
|
- Cells will be visible if at least one vertex if visible when applying mask.
|
|
- Canvas texture now works with territories also
|
|
|
|
Version 2.0 - 24-MAY-2016
|
|
- Added mask property to define cells visibility.
|
|
- CellGetAtPosition now can accept world space coordinates.
|
|
- Option to prevent highlighting of invisible cells
|
|
- [Fix] Fixed bug in territory frontiers line shader
|
|
|
|
Version 1.4.0 - 12-MAY-2016
|
|
- Added grid center and scale properties.
|
|
- [Fix] CellGetPosition and CellGetVertexPosition now takes into account terrain height
|
|
|
|
Version 1.3.2 - 15-APR-2016
|
|
- [Fix] Fixed compatibility with Orthographic Camera
|
|
- [Fix] Fixed CellMerge out of bounds error
|
|
|
|
Version 1.3.1 - 04-APR-2016
|
|
- Grid configuration now supports specifying exact column and row number for box and hexagonal topologies
|
|
- Added new Demo7 scene.
|
|
- Added cellRowCount, cellColumnCount
|
|
- Added CelGetAtPosition(column, row)
|
|
- Added CellGetVertexCount, CellGetVertexPosition
|
|
- [Fix] Fixed CellGetCenterPosition in stand-alone mode
|
|
|
|
Version 1.2 - 04-JAN-2016
|
|
- Added new Demo5 scene with cell fading example.
|
|
- Can fade out cells and territories with a single function call.
|
|
- Added new Demo6 scene with cell position and vertices locating example.
|
|
- Some internal performance optimizations
|
|
|
|
Version 1.1 - 26-NOV-2015
|
|
- Added new Demo3 and Demo4 scenes.
|
|
- Can assign a canvas texture for all cells
|
|
- Added new events: OnTerrainEnter, OnTerrainExit, OnTerrainClick, OnCellEnter, OnCellExit, OnCellClick.
|
|
- Added cell visibility field.
|
|
- Added CellSetTag and CellGetWithTag methods.
|
|
- Cells can be customized with individual or canvas textures.
|
|
|
|
Version 1.0 - Initial launch 7/10/2015
|
|
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