10,922 Commits over 3,959 Days - 0.11cph!
Added all layers to spawn handler placement check mask
Fixed GameManager ignoring adjusted per-prefab probabilities in some overloads
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
Removed NetworkSleep from rock prefabs (they're not entities)
Dialed back bush count a little (I think I went a little overboard there)
Made rocks spawn dynamically around player (reduced loading time and memory usage, triggers some PhysX refreshes though)
Added an insane amount of rocks
Added placement check layer mask to the resource spawner
Added resource layer, put all resources on that layer and added it to the wolf obstacle mask
Added TransformUtil overloads that take a LayerMask
Removed world layer from water reflection, it'll kill us with the new amount of rocks
Reorganized some texture locations
Moved all of the new world prefabs to the world layer
Updated rock prefabs (still needs work)
Added min/max rotation and offset to decor spawn system
Added SeedRandom.Value (returns 0-1)
Moved test rock group to its own folder, it'll need more advanced handling
Added prefabs for all the forests
Fixed that poor tree having no textures
Improved billboard lighting
Fixed decor normal alignment and added position offset if specified in the prefab
Removed old rock prefabs, moved new rock prefabs to their correct locations
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)
Added construction layer to wolf obstacle mask
Tweaked sky day-night progression curve
Moved LINQ extensions to LinqEx
Moved some transform extensions from TransformUtil to TransformEx
Moved some vector extensions from TransformUtil to VectorEx
Added terrain forest enum
Time of Day update to 2.1.0 prerelease 5
Moved some utility components to their correct folder
Added TerrainBiome info, enum and struct
Added MaxIndex extension method
Added or updated approximately 3 million meta files
I think we don't want the art scene folder on main
Attempt to fix server-side NRE related to AI
Don't align animals to terrain normal on spawn
Added AIObstacle components to trees, ores, piles and building parts
Tweaked wolf prefab
Updated AI test scene
Fixed cylinder obstacle closest point calculation y value being off
Fixed obstacle gizmos ignoring collider offset
Enabled AI in standalone build (revert this commit if shit gets fucked up)
Tagged server-side player prefab as "Player" for AI to uniquely identify it
Made grass patches interpolate the terrain normal to avoid blocky shading in some situations
▄▋▆ ▌▆ ▊▇▄▋▉▍▇ ▆▌▊▅▌▌▌▊▍▊ ▌█▍▌▆ ▉▄ ▉▋███▋ █▌█▆▅▉▉▅▉ ▍▉▌▄▆ ▌▋ ▌▆▍ ▇▇ ▍▋▌█-▇▌▍▅▌?
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
Added NetworkSleep to wolf
Re-implemented AILocomotion
Added refresh interval to AISense
Refactored danger / obstacle / target info
Refactored AISense, AIObstacle and AIBody