5,928 Commits over 3,959 Days - 0.06cph!
Further AI thread safety preparations
Made AI child object / collider / rigidbody handling more robust
Added visiblity mask and center / forward properties to AI entity
Updated AI test scene & tweaked obstacle avoidance slightly
Made follow behaviour direction bloom more sane
Made obstacle avoidance correctly deal with obstacles that are <= 0 units away
Made AI system correctly handle inactive dangers, interests and obstacles
Imporved obstacle avoidance
Added more of those awesome debug gizmos
Made gizmos utility backup and restore matrix if modified within a method
Moved interest and danger gizmos drawing to AI entity
Fixed OBB closest point calculation fuckup
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
Made stuff use GizmosUtil where it makes sense
Unity keeps modifying this
Added gizmos utility class (axis-aligned circle & cylinder, oriented box)
Made cylinder obstacle gizmo look like a cylinder
Added current decision gizmo to AI entity
Improved context map decision making
Made FollowWaypoint target distance configurable
Those two gizmos are no longer required
Added debug gizmo to behaviour base class
Added target distance to follow behaviour
Fixed max per-behaviour max distance being ignored by follow behaviour
Made AI handler always execute in-editor
Added some basic AI script descriptions
Coder-art-fixed the menu background terrain height being off
Restored menu background terrain
Added normal mapping to menu background terrain
Only execute AI handler on server
Time to get this to main to keep the branch from diverging
Added placeholder texture for missing splats to fix pointless error logs in dedicated build
Fixed moon being kinda blue
Tweaked LUT blending times
Minor fixes and adjustments
Fixed LUT blending bugging around if a time sync from the server sets back the local time
Increased probability for small stones in forests
Made decor spawn system abide per-prefab spawn probabilities
Added LZ4 compression lib + wrapper
Added overlay refresh to TerrainMeta
Applied Petur's sky tweaks to prefab (so that it's applied in all scenes)
Set overlay textures in procedural scene
Attempt to keep the dedicated server from loading any terrain textures
Fixed terrain overlay texture index calculations being slightly off
Added LUT blending
Reordered camera image effects in an order that seems to make the most sense
Update terrain generator test scene
Added overlay support to the terrain shaders
Fixed terrain overlay value normalization
Added overlay sampling to terrain cginc