199,178 Commits over 4,140 Days - 2.00cph!
night fog elimination via climate settings
Optimized TAA fast path in PostProcessLayer.OnPreCull
water rendering profiler sample
more lightweight culling debug
reduced lodcomp occludee min visible time
culling.env enabled by default (player testing)
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Rename the user manager back to the old name
Only move player when grounded
Node graphs only allow window drag/resizing at 1x zoom
Merged in the latest from Main
Attempting to fix the buildings pushing units underground bug:
-Building placement now grabs a list of nav mesh obstacles and does box overlap checks to find any units that are in the affected space of a building
-Once the building is placed the affected units are then moved away from the building until they are in unaffected space
-Also added a position_unit console command that positions the selected unit at the current cursor position
Removed PersistentPerson from the base Character and put it into PlayableCharacter only. If we want persistent data on basic NPCs we can change it back, but for now just having a persistent entity for player characters is simpler.
Fixed treelod not restoring shadow mode
Fixed bootstrap NRE on aimanager init when missing terrainmeta path
More work on AI behaviour related stuff.
2017.3 proj ver, shader fixes
Editor resets Time.timeScale when exiting playmode
Fixed zoomable area using bad rect
changed shader name and updated refrence in resourceview.cs
GUI.enabled set by zoom level in node graphs
Node graph grid drawn using handles, not a giant image
Restored night fog on climate settings
Fog is now pitch black when no sun or moon are visible
updated shader so picking works again
Fog/scattering effect now wokring in edit-viewport
Fixed transparent surfaces (e.g. windows) not fogged properly in edit-mode
Tribe cohesion value now moves slowly to towards target value
IsRequiredForBlackboardCraftDesire checks validity of interaction plans before writing to the blackboard