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10,922 Commits over 3,959 Days - 0.11cph!

11 Years Ago
Added all layers to spawn handler placement check mask
11 Years Ago
Tweaked rock spawns
11 Years Ago
Fixed GameManager ignoring adjusted per-prefab probabilities in some overloads
11 Years Ago
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
11 Years Ago
Removed NetworkSleep from rock prefabs (they're not entities)
11 Years Ago
Dialed back bush count a little (I think I went a little overboard there)
11 Years Ago
Made rocks spawn dynamically around player (reduced loading time and memory usage, triggers some PhysX refreshes though)
11 Years Ago
Added an insane amount of rocks Added placement check layer mask to the resource spawner
11 Years Ago
Added resource layer, put all resources on that layer and added it to the wolf obstacle mask
11 Years Ago
Fixed copy & paste fail
11 Years Ago
Added TransformUtil overloads that take a LayerMask
11 Years Ago
Removed world layer from water reflection, it'll kill us with the new amount of rocks
11 Years Ago
Reorganized some texture locations
11 Years Ago
Moved all of the new world prefabs to the world layer
11 Years Ago
Updated rock prefabs (still needs work) Added min/max rotation and offset to decor spawn system
11 Years Ago
Added SeedRandom.Value (returns 0-1)
11 Years Ago
Moved test rock group to its own folder, it'll need more advanced handling
11 Years Ago
Added prefabs for all the forests
11 Years Ago
Fixed that poor tree having no textures
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