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10,554 Commits over 4,324 Days - 0.10cph!

12 Years Ago
Updated ore textures (this should really be done by an artist, but I think we might replace the meshes altogether?)
12 Years Ago
Set scene ambient to hemisphere (seems to fit better overall, especially since the terrain still uses legacy shaders)
12 Years Ago
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12 Years Ago
Fixed possible NRE in AIBody
12 Years Ago
Made animals rigidbody-free (hyper fast but makes them not-move in the test level and ghost through foundations)
12 Years Ago
Attempt at fixing NREs in WaterUpdate
12 Years Ago
Time of Day update to 2.2.0 prerelease 1
12 Years Ago
Minor wolf controller tweak
12 Years Ago
Time of Day update to 2.2.0 prerelease 2
12 Years Ago
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
12 Years Ago
Fixed client compile error
12 Years Ago
Time of Day update to 2.2.0 prerelease 3
12 Years Ago
Removed forest rocks until we can fix their shader
12 Years Ago
Protocol++
12 Years Ago
Meta files
12 Years Ago
Fixed AI profiler samples not showing up in the profiler
12 Years Ago
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
12 Years Ago
Added trigger to ignore terrain collision to TestLevel
12 Years Ago
Added collider property to TerrainMeta Fixed TerrainCollisionTrigger gizmo
12 Years Ago
Made some more nature assets use the new standard shader Deleted some old unused assets
12 Years Ago
Fixed missing textures on menu background terrain
11 Years Ago
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
11 Years Ago
Changed tundra rocks to the darker variant
11 Years Ago
Restored FogVolume for the main menu scene
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