5,912 Commits over 3,867 Days - 0.06cph!
Fixed wood pile being hyper bright
Updated ProjectVersion.txt to 5.0.0b3
Made all AIObstacle classes respect object scales
Added AIObstacle components to the cubes in the test level
Attempt to fix missing material on the lantern
Fixed obstacle script parameters on the animals
Fixed obstacle script parameters on resources
Fixed client compile error
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
Time of Day update to 2.2.0 prerelease 5
Re-enabled rotating stars
Tweaked RangedAmbientObscurance image effect (fixes dark band at fadeout distance)
Disabled space rotation until I fix the texture mapping
Doubled the animal density (performance test)
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
Fixed WaterEffects NRE if sky dome is missing
Fixed torch by reverting to the last commit by Alex + recreating the material (where the fuck did that go?)
Fixed warnings in the cave_test prefab
Fixed warning in IgnoreCollision
Updated animal prefabs
Updated AI test scene
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
Removed grass system debug output
Made obstacles handle entities inside them in a more stable manner
Added early exit to AILocomotion tick if no movement is required
Made AISteering profiler sampling more accurate
Added AISense.FindClosestTarget / Danger / Obstacle
Added AILocomotion.SnapToGround (no longer called automatically)
Made TickSenseAction randomly distribute its calls across frames
Removed all WaitForSeconds from the wolf beahviour tree (for testing purposes)
Changed default farclip to 6000
Time of Day update to 2.2.0 prerelease 4
Made static decor rocks get randomly scaled and flipped
Re-added forest rocks (no moss for now, but a slight brown tint)
Removed tons of rock hacks we had to do for Unity 4
Litter box alert: Added tiny clutter rocks to some areas (rock, sand, dirt, forests, underwater, ...)
Protocol++
Refactored grass and decor systems to start spawning after calling Refresh()
Made grass and decor patches always snap to main camera, no need to move the game objects via script
Made Refresh() do a full rebuild if called after already being initialized (can be used at respawn)
Made TerrainGenerator.GenerateTerrain() call Refresh() on static and list decor
Made Client.OnClientFirstSpawn() call Refresh() on dynamic decor and grass
Converted some decals to the standard shader
Converted some particle effects to the custom shader that isn't super bright at night
Restored FogVolume for the main menu scene
Changed tundra rocks to the darker variant
Changed water reflection clear color to equator color
Added GlobalFog image effect for underwater fog (changelog claimed it's fixed)
Added ImageEffectOpaque attribute to GlobalFog for it to render before the water plane
Updated scenes
Fixed missing textures on menu background terrain
Made some more nature assets use the new standard shader
Deleted some old unused assets
Added collider property to TerrainMeta
Fixed TerrainCollisionTrigger gizmo
Added trigger to ignore terrain collision to TestLevel
Made animals forest-only again (let's balance forest sizes etc instead now that we're on Unity 5)
Adjusted animal sense parameters
Tweaked AI ticking (not horrible anymore, but not perfect either - performance testing)
Made behaviour tree actions no longer instant
Ignored behaviour tree frequency (load balancing now exclusively being done by AI handler)
Added more profiler samples to AI
Fixed AI profiler samples not showing up in the profiler
Removed forest rocks until we can fix their shader
Time of Day update to 2.2.0 prerelease 3
Fixed client compile error
Made all AI code #if SERVER
Made sense calls part of the behaviour tree
Made AI swim instead of walking underwater
Made AI movement a lot more robust (almost independent of the tick rate now)
Refactored the steering system
Changed the way AI selects its targets
Fixed AI test scene
Time of Day update to 2.2.0 prerelease 2
Minor wolf controller tweak
Time of Day update to 2.2.0 prerelease 1
Attempt at fixing NREs in WaterUpdate
Made animals rigidbody-free (hyper fast but makes them not-move in the test level and ghost through foundations)