10,480 Commits over 4,171 Days - 0.10cph!
Let's try to keep all sound files in one folder
Fixed decor ignoring the selected splat type and always spawning on grass instead
Tweaked rock material parameters to look somewhat acceptable
Added global.batchmode (needs testing)
Added option to execute on dedicated servers to decor system
Changed grass and decor spawn loops to be initiated by terrain generator in the future
Reverted the decor spawn position shift workaround I had to introduce by solving it a little more neatly
Added threading to the grass system
It now assembles the vertex, triangle and UV lists fully asynchronously
No need to store static decor objects in a list
Made decor alignment to normal optional
Create textures from Color32 instead of Color struct
Added new grass and decor system to experimental (this will probably break everything)
Made grass and decor gizmo color configurable via inspector
Removed manual garbage collection pass from grass system
Let's see if we can get along without calling it manually at all
Added overloads of GameManager.CreatePrefab that take a GameObject as prefab
Made decor system use GameManager.CreatePrefab rather than GameObject.Instantiate
There seems to be a naming bug in those prefabs, Unity fixed it on library recreation
Fixed HTML UI being invisible on OS X and Linux
It might still be pretty buggy on those platforms, but at least not invisible and buggy
Fixed grass being white after its first generation
Slightly reduced maximum wind bending
Obsessed needlessly over code layout
Added flare meta files
Disabled automatic flare fbx material import
Some AI tests, ideas and prototypes
Changed OS X fullscreen mode to hide dock and menu bar
More AI tests, ideas and prototypes
AI context map extensions
AI behaviour prototypes using context maps
AI context map interpolation
AI movement prediction improvement
AI context map utility methods
AI obstacle avoidance fix
AI context map refactoring
AI entity-wide layer mask for faster physics queries
Removed AI entity decision lerping
Better way of handling targets and obstacles
Simplified and improved follow and obstacle avoidance behaviours
Removed some unused variables
Added custom obstacle data structures
Split ObjectInfo into TargetInfo and ObstacleInfo
Added utility methods to get any 2 components of a Vector3 as a Vector2
Added editor gizmo to circle obstacle
Renamed ObstacleQuad to ObstacleAABB and tweaked closest point calculation
Added ObstacleOBB with closest point calculation
Added AI class prefix to all AI behaviours
Made context map decision lerping more reasonable
Only draw gizmos of AI obstacles if selected
Added danger direction bloom to obstacle avoidance