userandrecancel
reporust_rebootcancel

10,480 Commits over 4,171 Days - 0.10cph!

11 Years Ago
Converted some decals to the standard shader Converted some particle effects to the custom shader that isn't super bright at night
11 Years Ago
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
11 Years Ago
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++
11 Years Ago
Time of Day update to 2.2.0 prerelease 4
11 Years Ago
Added client.farclip
11 Years Ago
Changed default farclip to 6000
11 Years Ago
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)
11 Years Ago
Added early exit to AILocomotion tick if no movement is required Made AISteering profiler sampling more accurate
11 Years Ago
Made obstacles handle entities inside them in a more stable manner
11 Years Ago
Removed grass system debug output
11 Years Ago
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
11 Years Ago
Updated animal prefabs Updated AI test scene
11 Years Ago
Fixed warning in IgnoreCollision
11 Years Ago
Fixed warnings in the cave_test prefab
11 Years Ago
Fixed torch by reverting to the last commit by Alex + recreating the material (where the fuck did that go?)
11 Years Ago
Fixed WaterEffects NRE if sky dome is missing
11 Years Ago
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
11 Years Ago
Minor AI tweaks
11 Years Ago
Doubled the animal density (performance test)
11 Years Ago
Disabled space rotation until I fix the texture mapping
11 Years Ago
Tweaked RangedAmbientObscurance image effect (fixes dark band at fadeout distance)
11 Years Ago
Time of Day update to 2.2.0 prerelease 5 Re-enabled rotating stars
11 Years Ago
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
11 Years Ago
Fixed client compile error
11 Years Ago
Fixed obstacle script parameters on resources
11 Years Ago
Fixed obstacle script parameters on the animals
11 Years Ago
Attempt to fix missing material on the lantern
11 Years Ago
Made all AIObstacle classes respect object scales Added AIObstacle components to the cubes in the test level
11 Years Ago
Updated ProjectVersion.txt to 5.0.0b3
11 Years Ago
Fixed wood pile being hyper bright
11 Years Ago
Refactored wolf controller Added behaviour trees + controllers for all animal types (shouldn't change anything - copy & paste for now) Updated animal prefabs
11 Years Ago
Fixed tons of issues with the player movement
11 Years Ago
Fixed terrain color map alpha not getting refreshed after placing the landmarks
11 Years Ago
Added terrain.pvt convar to toggle PVT (defaults to true on Windows and false on OS X / Linux)
11 Years Ago
Fixed forest splat almost never being 0
11 Years Ago
Fixed AI test scene and some AI obstacle gizmos
11 Years Ago
Fixed that most rocks were being placed underground Changed terrain generator and spawn handler resolutions to factors relative to the terrain size Protocol++
11 Years Ago
Fixed grass patch position being off by up to half a world unit (was invisible since the gap was filled by dithering anyhow)
11 Years Ago
Fixed sky prefab sun brightness being 2000 (wut)
11 Years Ago
Time of Day update to 2.2.0
11 Years Ago
Updated sky prefab and procedural scene
11 Years Ago
Made fog update every frame
11 Years Ago
Removed AI obstacle prefab preprocessor
11 Years Ago
Added icebergs to the procedural system
11 Years Ago
Updated scene prefabs
11 Years Ago
Fixed a couple of warnings
11 Years Ago
Made grass sample the interpolated color from the terrain color map (fixes blocky appearance of some patches)
11 Years Ago
Fixed colormap calculation sometimes being off by one relative to the splatmap
11 Years Ago
Slightly improved splat mapping
11 Years Ago
Made ClearFirstFrame always execute in edit mode if not playing