12,611 Commits over 3,897 Days - 0.13cph!
Time of Day update to 2.2.0 prerelease 4
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++
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
Converted some decals to the standard shader
Converted some particle effects to the custom shader that isn't super bright at night
Restored FogVolume for the main menu scene
Changed tundra rocks to the darker variant
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
Fixed missing textures on menu background terrain
Made some more nature assets use the new standard shader
Deleted some old unused assets
Added collider property to TerrainMeta
Fixed TerrainCollisionTrigger gizmo
Added trigger to ignore terrain collision to TestLevel
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
Fixed AI profiler samples not showing up in the profiler
Removed forest rocks until we can fix their shader
Time of Day update to 2.2.0 prerelease 3
Fixed client compile error
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
Time of Day update to 2.2.0 prerelease 2
Minor wolf controller tweak
Time of Day update to 2.2.0 prerelease 1
Attempt at fixing NREs in WaterUpdate
Made animals rigidbody-free (hyper fast but makes them not-move in the test level and ghost through foundations)
Fixed possible NRE in AIBody
Set scene ambient to hemisphere (seems to fit better overall, especially since the terrain still uses legacy shaders)
Updated ore textures (this should really be done by an artist, but I think we might replace the meshes altogether?)
Updated water adjustment script
Updated sky prefab and scene render settings
Deleted TerrainGenerator test scene (shit's so fast now it's no longer required)
AdaptiveReinhard tonemapping still broken on OS X (sorry)
Time of Day update to 2.1.2 prerelease 3
Fixed all decor not spawning
Fixed situations where the grass patch mesh could reach the per-mesh vertex count limit
FIxed player skin being shiny as balls at night
Updated sky prefab (smaller clouds, slower wind speed)
Time of Day update to 2.1.2 prerelease 2
Changed ambient occlusion image effect order
Added safe error handling when a grass patch uses too many vertices
Removed duplicate LOD group from cactus 5
Added ClearFirstFrame to main camera (fixes depth-only clear flag issues on some HW/SW)
Improved grass visuals when viewed directly from above (i.e. looking straight down)
Improved grass patch border transition
Fixed specular highlight on water
Made SpawnHandler resolution configurable (1024x1024 for now)
Fixed beaches 3 tree billboards
Sky dome ambient color tweaks
Made all scenes use tricolor ambient light
Time of Day update to 2.1.2 prerelease 1