10,539 Commits over 4,324 Days - 0.10cph!
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
Added configurable distance and time at which a track is lost to AI
Added AI waypoint follow script
Tweaked context map default parameters and decision making
Made AI movement less insane
Added configurable punishment value to AI obstacles
Renamed AIObstacleAvoidance to AIAvoidObstacle
Added AIAvoidDanger behaviour
Renamed AI test scene and added danger test
Code refactoring and formating
Time of Day update to 2.0.8
Time of Day update to 2.0.9
Looks like this meta file can be removed
Added terrain shader splat utility method
Added terrain shader singlepass skeleton
Disabled automatic material import for weapon models
Moved weapon materials and textures to correct folders
Temporarily changed OS X build to 32bit due to instability issues (revisit with Unity 5)
Unified sound file locations (Content/Sounds)
Added high-pass filtered grass atlas and made it the default to test
This maintains some grass texture color variation compared to the grayscale version
Moved image effects from UI to BG camera to keep UI from randomly not showing up on OS X
Shader preparations for procedural terrain biomes
Added terrain material my tests so that I don't break everything else
Added some missing meta files, disabled default material import for bone knife
Moved old terrain textures to backup folder
Added color mapping to singlepass terrain and mesh blend shaders
Merged Petur's updated textures
Added new procedural terrain prototype (6 splats, biomes, colormap)
Ain't nobody puttin materials in ma texture folder
Added high-pass filtered versions of the 6 used splat textures
Made grass sample its color from the terrain colormap
Tweaked procedural terrain material