10,480 Commits over 4,171 Days - 0.10cph!
Updated terrain generator test scene
Fixed possible NRE on scene unload
Fixed terrain shaders (white terrain at close range)
Time of Day update to 2.1.2 prerelease 1
Made all scenes use tricolor ambient light
Sky dome ambient color tweaks
Fixed beaches 3 tree billboards
Made SpawnHandler resolution configurable (1024x1024 for now)
Fixed specular highlight on water
Improved grass visuals when viewed directly from above (i.e. looking straight down)
Improved grass patch border transition
Added ClearFirstFrame to main camera (fixes depth-only clear flag issues on some HW/SW)
Removed duplicate LOD group from cactus 5
Added safe error handling when a grass patch uses too many vertices
Changed ambient occlusion image effect order
Time of Day update to 2.1.2 prerelease 2
Updated sky prefab (smaller clouds, slower wind speed)
FIxed player skin being shiny as balls at night
Fixed situations where the grass patch mesh could reach the per-mesh vertex count limit
Fixed all decor not spawning
Time of Day update to 2.1.2 prerelease 3
AdaptiveReinhard tonemapping still broken on OS X (sorry)
Updated sky prefab and scene render settings
Deleted TerrainGenerator test scene (shit's so fast now it's no longer required)
Updated water adjustment script
Updated ore textures (this should really be done by an artist, but I think we might replace the meshes altogether?)
Set scene ambient to hemisphere (seems to fit better overall, especially since the terrain still uses legacy shaders)
Fixed possible NRE in AIBody
Made animals rigidbody-free (hyper fast but makes them not-move in the test level and ghost through foundations)
Attempt at fixing NREs in WaterUpdate
Time of Day update to 2.2.0 prerelease 1
Minor wolf controller tweak
Time of Day update to 2.2.0 prerelease 2
Made all AI code #if SERVER
Made sense calls part of the behaviour tree
Made AI swim instead of walking underwater
Made AI movement a lot more robust (almost independent of the tick rate now)
Refactored the steering system
Changed the way AI selects its targets
Fixed AI test scene
Fixed client compile error
Time of Day update to 2.2.0 prerelease 3
Removed forest rocks until we can fix their shader
Fixed AI profiler samples not showing up in the profiler
Made animals forest-only again (let's balance forest sizes etc instead now that we're on Unity 5)
Adjusted animal sense parameters
Tweaked AI ticking (not horrible anymore, but not perfect either - performance testing)
Made behaviour tree actions no longer instant
Ignored behaviour tree frequency (load balancing now exclusively being done by AI handler)
Added more profiler samples to AI
Added trigger to ignore terrain collision to TestLevel
Added collider property to TerrainMeta
Fixed TerrainCollisionTrigger gizmo
Made some more nature assets use the new standard shader
Deleted some old unused assets
Fixed missing textures on menu background terrain
Changed water reflection clear color to equator color
Added GlobalFog image effect for underwater fog (changelog claimed it's fixed)
Added ImageEffectOpaque attribute to GlobalFog for it to render before the water plane
Updated scenes
Changed tundra rocks to the darker variant
Restored FogVolume for the main menu scene