10,480 Commits over 4,171 Days - 0.10cph!
Added feet variable for AI to step over stairs and on foundations (TODO: IK?)
Refactored and tweaked some AI calculations
Updated AI test scene
Refactored all the things
Added hacky but working wolf AI to the AI test scene
Tweaked AI controllers
Added a factor to maintain the forward direction to the context map decision
Tweaked follow behaviours
Split AI obstacle and entity mask
Made AI entity visiblity check faster and safer
Updated AI test scene
Added wander behaviour and added it to the wolf idle state
Made danger / obstacle / target info serializable for easy debugging
Updated AI test scene
Unity keeps modifying this file
Updated wolf prefab (if everything works correctly nothing should change on the public servers)
Fixed gravity influence on AI being almost zero
Fixed WolfController throwing NRE's on the dedicated server
Made FollowTag use the entity lose distance as chase distance
Updated AI test scene
Removed explicit stair handling from AI controller for performance reasons
Removed unused movement mask
Refactoring in preparation of the move to Behave 2
Added behaviour trees to AI
Made AI walk animation get set directly from velocity
Fixed animal meshes being spawned way off relative to their parent transform
Added separate layer for all AI
Added rigidbodies to NetworkSleep (sets isKinematic)
Added NetworkSleep to wolf
Re-implemented AILocomotion
Added refresh interval to AISense
Refactored danger / obstacle / target info
Refactored AISense, AIObstacle and AIBody
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
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Made grass patches interpolate the terrain normal to avoid blocky shading in some situations
Tagged server-side player prefab as "Player" for AI to uniquely identify it
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