127,304 Commits over 4,109 Days - 1.29cph!
Committing these meta files so it doesn't keep asking me to commit them
Oops, need TestLevelTerrain for the test level :S
Added placeholder texture for missing splats to fix pointless error logs in dedicated build
Made obstacle closest point checks 3D
Replaced cylinder obstacle height with extents (= height / 2)
Time to get this to main to keep the branch from diverging
Only execute AI handler on server
Restored menu background terrain
Added normal mapping to menu background terrain
Coder-art-fixed the menu background terrain height being off
Added some basic AI script descriptions
Made AI handler always execute in-editor
Added target distance to follow behaviour
Fixed max per-behaviour max distance being ignored by follow behaviour
Added debug gizmo to behaviour base class
Those two gizmos are no longer required
Made FollowWaypoint target distance configurable
Improved context map decision making
Added current decision gizmo to AI entity
Item modules are no longer instanced per item
Item modules use opt-in event system instead of interface style system
Item modules no longer derive from Scriptableobject
Renamed ItemInformation to Item.Definition
Item definition now holds Modules (instead of Item)
Fixed pickup not working
Fixed being able to shoot building blocks to bits
Vary PlayerUpdate fractionally to avoid bunching up
Auroras that suck less, and lots of little northern scene stuff.
Automatically destroy more components on dedicatd server
Made cylinder obstacle gizmo look like a cylinder
Fixed warnings
Fixed player hit detection being fucked
Rexported rock meshes with centered pivots. Minor shader update. New cave entrance test scene and WIP assets.
Added gizmos utility class (axis-aligned circle & cylinder, oriented box)
Unity keeps modifying this
Made stuff use GizmosUtil where it makes sense
Made AI capable of walking over dynamic obstacles if they are below or above
Added radius to AI entity
Added falloff to obstacles
Added attraction to follow behaviour
Fixed OBB closest point calculation fuckup
Moved interest and danger gizmos drawing to AI entity
Made gizmos utility backup and restore matrix if modified within a method
Added wall building plan
Building blocks now 10x harder to destroy
Foundations placed on uneven ground are orientated to it
Imporved obstacle avoidance
Added more of those awesome debug gizmos
Added PhysicsMaterial to splattype/overlaytype
Added vis.footsteps console command
Specific footstep effect logic (not used yet)
commited character part assets to test seams
Fixed player model
Fixed NRE in LootableCorpse
Made AI system correctly handle inactive dangers, interests and obstacles
Made obstacle avoidance correctly deal with obstacles that are <= 0 units away
Made follow behaviour direction bloom more sane
Oops, didn't save properly
Updated AI test scene & tweaked obstacle avoidance slightly