12,611 Commits over 3,897 Days - 0.13cph!
AILocomotion adjustments in an attempt to fix animals teleporting to origin
Fixed random sand getting mixed into biome transition
Tightened biome transitions
Updated the grass system
Replaced spawn filter min/max cutoff values with a threshold value
Tweaked biome distribution (more snow, less tundra)
Made ClearFirstFrame always execute in edit mode if not playing
Slightly improved splat mapping
Fixed colormap calculation sometimes being off by one relative to the splatmap
Made grass sample the interpolated color from the terrain color map (fixes blocky appearance of some patches)
Fixed a couple of warnings
Added icebergs to the procedural system
Removed AI obstacle prefab preprocessor
Made fog update every frame
Updated sky prefab and procedural scene
Time of Day update to 2.2.0
Fixed sky prefab sun brightness being 2000 (wut)
Fixed grass patch position being off by up to half a world unit (was invisible since the gap was filled by dithering anyhow)
Fixed that most rocks were being placed underground
Changed terrain generator and spawn handler resolutions to factors relative to the terrain size
Protocol++
Fixed AI test scene and some AI obstacle gizmos
Fixed forest splat almost never being 0
Added terrain.pvt convar to toggle PVT (defaults to true on Windows and false on OS X / Linux)
Fixed terrain color map alpha not getting refreshed after placing the landmarks
Fixed tons of issues with the player movement
Refactored wolf controller
Added behaviour trees + controllers for all animal types (shouldn't change anything - copy & paste for now)
Updated animal prefabs
Fixed wood pile being hyper bright
Updated ProjectVersion.txt to 5.0.0b3
Made all AIObstacle classes respect object scales
Added AIObstacle components to the cubes in the test level
Attempt to fix missing material on the lantern
Fixed obstacle script parameters on the animals
Fixed obstacle script parameters on resources
Fixed client compile error
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
Time of Day update to 2.2.0 prerelease 5
Re-enabled rotating stars
Tweaked RangedAmbientObscurance image effect (fixes dark band at fadeout distance)
Disabled space rotation until I fix the texture mapping
Doubled the animal density (performance test)
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
Fixed WaterEffects NRE if sky dome is missing
Fixed torch by reverting to the last commit by Alex + recreating the material (where the fuck did that go?)
Fixed warnings in the cave_test prefab
Fixed warning in IgnoreCollision
Updated animal prefabs
Updated AI test scene
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
Removed grass system debug output
Made obstacles handle entities inside them in a more stable manner
Added early exit to AILocomotion tick if no movement is required
Made AISteering profiler sampling more accurate
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)
Changed default farclip to 6000