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9,145 Commits over 2,710 Days - 0.14cph!

7 Years Ago
Split ObjectInfo into TargetInfo and ObstacleInfo
7 Years Ago
Added custom obstacle data structures
7 Years Ago
Merge from main
7 Years Ago
Removed some unused variables
7 Years Ago
Better way of handling targets and obstacles Simplified and improved follow and obstacle avoidance behaviours
7 Years Ago
Removed AI entity decision lerping
7 Years Ago
AI entity-wide layer mask for faster physics queries
7 Years Ago
AI context map refactoring
7 Years Ago
AI follow tweak
7 Years Ago
AI obstacle avoidance fix
7 Years Ago
AI context map utility methods
7 Years Ago
AI movement prediction improvement
7 Years Ago
AI context map interpolation
7 Years Ago
AI behaviour prototypes using context maps
7 Years Ago
AI context map extensions
7 Years Ago
More AI tests, ideas and prototypes
7 Years Ago
Merge from main
7 Years Ago
Changed OS X fullscreen mode to hide dock and menu bar
7 Years Ago
Some AI tests, ideas and prototypes
7 Years Ago
Added flare meta files Disabled automatic flare fbx material import
7 Years Ago
Fixed grass being white after its first generation Slightly reduced maximum wind bending Obsessed needlessly over code layout
7 Years Ago
Fixed HTML UI being invisible on OS X and Linux It might still be pretty buggy on those platforms, but at least not invisible and buggy
7 Years Ago
This broke on merge
7 Years Ago
Merge from main
7 Years Ago
There seems to be a naming bug in those prefabs, Unity fixed it on library recreation
7 Years Ago
Made decor system use GameManager.CreatePrefab rather than GameObject.Instantiate
7 Years Ago
Added overloads of GameManager.CreatePrefab that take a GameObject as prefab
7 Years Ago
Removed manual garbage collection pass from grass system Let's see if we can get along without calling it manually at all
7 Years Ago
Made grass and decor gizmo color configurable via inspector
7 Years Ago
Added new grass and decor system to experimental (this will probably break everything)
7 Years Ago
Create textures from Color32 instead of Color struct
7 Years Ago
Made decor alignment to normal optional
7 Years Ago
No need to store static decor objects in a list
7 Years Ago
Added threading to the grass system It now assembles the vertex, triangle and UV lists fully asynchronously
7 Years Ago
Reverted the decor spawn position shift workaround I had to introduce by solving it a little more neatly
7 Years Ago
Added Parallel.Coroutine
7 Years Ago
Changed grass and decor spawn loops to be initiated by terrain generator in the future
7 Years Ago
Added global.batchmode (needs testing) Added option to execute on dedicated servers to decor system
7 Years Ago
Tweaked rock material parameters to look somewhat acceptable
7 Years Ago
Fixed decor ignoring the selected splat type and always spawning on grass instead
7 Years Ago
Let's try to keep all sound files in one folder
7 Years Ago
I think those can be deleted
7 Years Ago
Moved decor prefabs to resources folder
7 Years Ago
Changed decor spawner to load prefabs from resource folder
7 Years Ago
Fixed terrain texture normal maps (we generate from grayscale until petur finishes his textures) Switched terrain texture compression to automatic
7 Years Ago
Fixed terrain noise import settings
7 Years Ago
Split the decor system into two parts Dynamic objects are spawned and despawned around the camera as the player moves Static objects are spawned once at level start (will basically replace the decor spawn method in TerrainGenerator) Made the decor system splat type selectable Minor cleanup in the grass system code
7 Years Ago
Time of Day update to 2.0.8 prerelease 1
7 Years Ago
Handle terrain bounds correctly when spawning grass and decor Refactor some terrain generation code
7 Years Ago
Added public size and water level accessors to TerrainMath