5,983 Commits over 4,413 Days - 0.06cph!
Enabled AI in standalone build (revert this commit if shit gets fucked up)
Fixed obstacle gizmos ignoring collider offset
Fixed cylinder obstacle closest point calculation y value being off
Tweaked wolf prefab
Updated AI test scene
Added AIObstacle components to trees, ores, piles and building parts
Don't align animals to terrain normal on spawn
Attempt to fix server-side NRE related to AI
I think we don't want the art scene folder on main
Added or updated approximately 3 million meta files
Added MaxIndex extension method
Added TerrainBiome info, enum and struct
Moved some utility components to their correct folder
Time of Day update to 2.1.0 prerelease 5
Added terrain forest enum
Moved some transform extensions from TransformUtil to TransformEx
Moved some vector extensions from TransformUtil to VectorEx
Moved LINQ extensions to LinqEx
Tweaked sky day-night progression curve
Added construction layer to wolf obstacle mask
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)
Removed old rock prefabs, moved new rock prefabs to their correct locations
Fixed decor normal alignment and added position offset if specified in the prefab
Improved billboard lighting
Fixed that poor tree having no textures
Added prefabs for all the forests
Moved test rock group to its own folder, it'll need more advanced handling
Added SeedRandom.Value (returns 0-1)
Updated rock prefabs (still needs work)
Added min/max rotation and offset to decor spawn system
Moved all of the new world prefabs to the world layer
Reorganized some texture locations
Removed world layer from water reflection, it'll kill us with the new amount of rocks
Added TransformUtil overloads that take a LayerMask
Added resource layer, put all resources on that layer and added it to the wolf obstacle mask
Added an insane amount of rocks
Added placement check layer mask to the resource spawner
Made rocks spawn dynamically around player (reduced loading time and memory usage, triggers some PhysX refreshes though)
Dialed back bush count a little (I think I went a little overboard there)
Removed NetworkSleep from rock prefabs (they're not entities)
Fixed bug in DecorPatch that caused clusters to spawn outside the patch bounds
Made a few things to prefabs that were per-scene objects up until now
Tried more rock spawn experiments
Fixed GameManager ignoring adjusted per-prefab probabilities in some overloads
Added all layers to spawn handler placement check mask
Extended TerrainMath by world space getters
Refactored TerrainMath and TerrainMeta
Optimized initial resource spawn performance
Tweaked bush spawns and billboard lighting
Added resource layer to collision_setup masks
Fixed possible NRE in AI code
Even more refactoring
Made SpawnHandler a lot more generic
Added biome and forest getters to TerrainMeta
Fixed a few minor inconsistencies in TerrainMath