userandrecancel
branchrust_reboot/maincancel

5,937 Commits over 3,987 Days - 0.06cph!

11 Years Ago
Improved billboard lighting
11 Years Ago
Fixed decor normal alignment and added position offset if specified in the prefab
11 Years Ago
Removed old rock prefabs, moved new rock prefabs to their correct locations
11 Years Ago
Forest 3 prefab tweaks
11 Years Ago
Fixed trees being invisible (requires server restart) Added correct prefab name to mushroom prefabs Removed old tree prefabs (base assets are still in backup folder if you need them)
11 Years Ago
Added construction layer to wolf obstacle mask
11 Years Ago
Tweaked sky day-night progression curve
11 Years Ago
Moved LINQ extensions to LinqEx
11 Years Ago
Moved some transform extensions from TransformUtil to TransformEx Moved some vector extensions from TransformUtil to VectorEx
11 Years Ago
Added terrain forest enum
11 Years Ago
Time of Day update to 2.1.0 prerelease 5
11 Years Ago
Moved some utility components to their correct folder
11 Years Ago
Added TerrainBiome info, enum and struct
11 Years Ago
Added MaxIndex extension method
11 Years Ago
Added or updated approximately 3 million meta files
11 Years Ago
I think we don't want the art scene folder on main
11 Years Ago
Attempt to fix server-side NRE related to AI
11 Years Ago
Don't align animals to terrain normal on spawn
11 Years Ago
Added AIObstacle components to trees, ores, piles and building parts
11 Years Ago
Tweaked wolf prefab Updated AI test scene
11 Years Ago
Fixed cylinder obstacle closest point calculation y value being off
11 Years Ago
Fixed obstacle gizmos ignoring collider offset
11 Years Ago
Enabled AI in standalone build (revert this commit if shit gets fucked up)
11 Years Ago
Minor tweaks and fixes
11 Years Ago
Updated AI test scene
11 Years Ago
Tagged server-side player prefab as "Player" for AI to uniquely identify it
11 Years Ago
Made grass patches interpolate the terrain normal to avoid blocky shading in some situations
11 Years Ago
Minor code adjustments
11 Years Ago
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11 Years Ago
Changed AI parts to not be individual components but rather children properties of AIEntity Made every AI part have an individual refresh frequency that can be fine-tuned Added AI part ticking to BasicController and WolfController Updated AI test scene Updated wolf prefab
11 Years Ago
Added NetworkSleep to wolf Re-implemented AILocomotion Added refresh interval to AISense Refactored danger / obstacle / target info Refactored AISense, AIObstacle and AIBody
11 Years Ago
Added rigidbodies to NetworkSleep (sets isKinematic)
11 Years Ago
Added separate layer for all AI
11 Years Ago
Fixed animal meshes being spawned way off relative to their parent transform
11 Years Ago
Made AI walk animation get set directly from velocity
11 Years Ago
Updated behaviour tree
11 Years Ago
Added behaviour trees to AI
11 Years Ago
Refactoring in preparation of the move to Behave 2
11 Years Ago
Removed unused movement mask
11 Years Ago
Removed explicit stair handling from AI controller for performance reasons
11 Years Ago
Added Behave 2.3.3
11 Years Ago
Fixed gravity influence on AI being almost zero Fixed WolfController throwing NRE's on the dedicated server Made FollowTag use the entity lose distance as chase distance Updated AI test scene
11 Years Ago
Updated wolf prefab (if everything works correctly nothing should change on the public servers)
11 Years Ago
Unity keeps modifying this file
11 Years Ago
Added wander behaviour and added it to the wolf idle state Made danger / obstacle / target info serializable for easy debugging Updated AI test scene
11 Years Ago
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11 Years Ago
Tweaked AI controllers Added a factor to maintain the forward direction to the context map decision Tweaked follow behaviours Split AI obstacle and entity mask Made AI entity visiblity check faster and safer Updated AI test scene
11 Years Ago
Refactored all the things Added hacky but working wolf AI to the AI test scene
11 Years Ago
Added feet variable for AI to step over stairs and on foundations (TODO: IK?) Refactored and tweaked some AI calculations Updated AI test scene
11 Years Ago
Refactoring Added wolf prototype to AI test scene