10,480 Commits over 4,171 Days - 0.10cph!
Converted some decals to the standard shader
Converted some particle effects to the custom shader that isn't super bright at night
Refactored grass and decor systems to start spawning after calling Refresh()
Made grass and decor patches always snap to main camera, no need to move the game objects via script
Made Refresh() do a full rebuild if called after already being initialized (can be used at respawn)
Made TerrainGenerator.GenerateTerrain() call Refresh() on static and list decor
Made Client.OnClientFirstSpawn() call Refresh() on dynamic decor and grass
Made static decor rocks get randomly scaled and flipped
Re-added forest rocks (no moss for now, but a slight brown tint)
Removed tons of rock hacks we had to do for Unity 4
Litter box alert: Added tiny clutter rocks to some areas (rock, sand, dirt, forests, underwater, ...)
Protocol++
Time of Day update to 2.2.0 prerelease 4
Changed default farclip to 6000
Added AISense.FindClosestTarget / Danger / Obstacle
Added AILocomotion.SnapToGround (no longer called automatically)
Made TickSenseAction randomly distribute its calls across frames
Removed all WaitForSeconds from the wolf beahviour tree (for testing purposes)
Added early exit to AILocomotion tick if no movement is required
Made AISteering profiler sampling more accurate
Made obstacles handle entities inside them in a more stable manner
Removed grass system debug output
Added AIObstacle.CheckCollision
Changed AIObstacle.ClosestPoint policy for points inside the obstacle (should return position of the checked point)
Updated AI test scene
Made obstacles handle entities inside them in a more stable manner (for real this time)
Fixed AILocomotion speed not depending on angle between forward and target vector
Updated animal prefabs
Updated AI test scene
Fixed warning in IgnoreCollision
Fixed warnings in the cave_test prefab
Fixed torch by reverting to the last commit by Alex + recreating the material (where the fuck did that go?)
Fixed WaterEffects NRE if sky dome is missing
Made the AI test level even more fun
Fixed some AI controllers not properly being added to the AI handler when running scenes in-editor
Doubled the animal density (performance test)
Disabled space rotation until I fix the texture mapping
Tweaked RangedAmbientObscurance image effect (fixes dark band at fadeout distance)
Time of Day update to 2.2.0 prerelease 5
Re-enabled rotating stars
Added better debugging options to the AI parts
Reduced gizmo clutter (most are now optional via the debugging options)
Cleaned up some AI code
Added center inspector variable to obstacles instead of taking the collider center (known issue: prefabs need updating)
Fixed bug in AIObstacleOBB
Fixed animals spazzing out when a lot of them are clustered around a player
Fixed animals not always looking at player when executing the attack action
Updated AI test scene
Fixed client compile error
Fixed obstacle script parameters on resources
Fixed obstacle script parameters on the animals
Attempt to fix missing material on the lantern
Made all AIObstacle classes respect object scales
Added AIObstacle components to the cubes in the test level
Updated ProjectVersion.txt to 5.0.0b3
Fixed wood pile being hyper bright
Refactored wolf controller
Added behaviour trees + controllers for all animal types (shouldn't change anything - copy & paste for now)
Updated animal prefabs
Fixed tons of issues with the player movement
Fixed terrain color map alpha not getting refreshed after placing the landmarks
Added terrain.pvt convar to toggle PVT (defaults to true on Windows and false on OS X / Linux)
Fixed forest splat almost never being 0
Fixed AI test scene and some AI obstacle gizmos
Fixed that most rocks were being placed underground
Changed terrain generator and spawn handler resolutions to factors relative to the terrain size
Protocol++
Fixed grass patch position being off by up to half a world unit (was invisible since the gap was filled by dithering anyhow)
Fixed sky prefab sun brightness being 2000 (wut)
Time of Day update to 2.2.0
Updated sky prefab and procedural scene
Made fog update every frame
Removed AI obstacle prefab preprocessor
Added icebergs to the procedural system
Fixed a couple of warnings
Made grass sample the interpolated color from the terrain color map (fixes blocky appearance of some patches)
Fixed colormap calculation sometimes being off by one relative to the splatmap
Slightly improved splat mapping
Made ClearFirstFrame always execute in edit mode if not playing