200,039 Commits over 4,140 Days - 2.01cph!
Added AIObstacle.CheckCollision
Changed AIObstacle.ClosestPoint policy for points inside the obstacle (should return position of the checked point)
Updated AI test scene
Made obstacles handle entities inside them in a more stable manner (for real this time)
Fixed AILocomotion speed not depending on angle between forward and target vector
Updated animal prefabs
Updated AI test scene
Tweaked vm torch source anims to fit better with the new torch
Fixed warning in IgnoreCollision
Now using StaticBatchingUtility.Combine on any gameobject tagged Static Batch Root. All children of root must use same material.
Restoring deleted weapon files (goosey strikes again)
Fixed warnings in the cave_test prefab
Shit. Done stuff then deleted it.
Disable dynamic znear in playermodel scene
Fixed torch by reverting to the last commit by Alex + recreating the material (where the fuck did that go?)
Fixed WaterEffects NRE if sky dome is missing
"Tools/Update Clothes Models" now changes max texture size to 4096 too
Changed settings on torch material
Renamed metal_improvised_helmet_01 and metal_improvised_helmet_02 to human names
trying to commit torch material again ( just update it plastic!)
updating torch anims to fit the new torch model better, including .metas ( rightly or wrongly)
Added bucket helmet
Added coffee can helmet
Made the AI test level even more fun
Fixed some AI controllers not properly being added to the AI handler when running scenes in-editor
Doubled the animal density (performance test)
Setting GameScreen to only load a single subscene until we have issues revolving offsetting scenes and navmeshes solved. Added a simple NavAgentDummy for testing.
Improved PVT performance in some areas; tweaked params again; more async
Improved PVT rendering in far away terrain; still not final
Fixed buggy PVT normals
Deployed PVT to all scenes using Main Camera prefab
Disabled space rotation until I fix the texture mapping
PBR'ed the lantern, and made it glow again.
Tweaked and/or moved 27 things to the standard shader for better consistency.
Tweaked RangedAmbientObscurance image effect (fixes dark band at fadeout distance)
somw tweaks to the leaning stance
fixed bug with view model bobbing while standing still + holding shift; added some rotational movement on the bobbing (looks more natural now)
tweaked the bob settings on some of the view models.
attack/deploy/holster animations for the thompson
Started experimental game state passing when a player stops playing a game, everyone gets sent the current state of the game. SmashBlox has a strange bug that will cause the game to have 2 stages on top of each other when it loads the received game state?
Started experimental game state passing when a player stops playing a game, everyone gets sent the current state of the game. SmashBlox has a strange bug that will cause the game to have 2 stages on top of each other when it loads the received game state?
Fixed EnterScoreStage state saving. Highscore initials were being saved when there was no highscore.
Fixed EnterScoreStage state saving. Highscore initials were being saved when there was no highscore.
Improved the lantern light and flicker effect. Also made it stop self-shadowing so awkwardly.
Workaround for PVT prepass render causing index-out-of-range on OSX standalone build
Added Behave to the project
Time of Day update to 2.2.0 prerelease 5
Re-enabled rotating stars
fixed games appearing to have 2 current stages when loading a state passed from another player
fixed games appearing to have 2 current stages when loading a state passed from another player
fixed local voice chat loopback messing up when running server and client instances. voice recording is stopped and started when pressing push to talk instead of always recording and only broadcasting when wanting to talk.
fixed local voice chat loopback messing up when running server and client instances. voice recording is stopped and started when pressing push to talk instead of always recording and only broadcasting when wanting to talk.
Added better debugging options to the AI parts
Reduced gizmo clutter (most are now optional via the debugging options)
Cleaned up some AI code
Added center inspector variable to obstacles instead of taking the collider center (known issue: prefabs need updating)
Fixed bug in AIObstacleOBB
Fixed animals spazzing out when a lot of them are clustered around a player
Fixed animals not always looking at player when executing the attack action
Updated AI test scene
Fixed client compile error
updated bolt to latest version to make use of connection request token.
updated bolt to latest version to make use of connection request token.
Changed game control events to use 2 events for playing and leaving, changed them to global events so they can be reliable.
Changed game control events to use 2 events for playing and leaving, changed them to global events so they can be reliable.
GameCabinet.IsLocallyControlled is now no longer publicly settable, and StartLocallyControlling(camera) / StopLocallyControlling() must be used.