12,611 Commits over 3,897 Days - 0.13cph!
Made AI movement less insane
Tweaked context map default parameters and decision making
Added AI waypoint follow script
Added configurable distance and time at which a track is lost to AI
Added danger direction bloom to obstacle avoidance
Only draw gizmos of AI obstacles if selected
Made context map decision lerping more reasonable
Added AI class prefix to all AI behaviours
Added ObstacleOBB with closest point calculation
Renamed ObstacleQuad to ObstacleAABB and tweaked closest point calculation
Added editor gizmo to circle obstacle
Added utility methods to get any 2 components of a Vector3 as a Vector2
Split ObjectInfo into TargetInfo and ObstacleInfo
Added custom obstacle data structures
Removed some unused variables
Better way of handling targets and obstacles
Simplified and improved follow and obstacle avoidance behaviours
Removed AI entity decision lerping
AI entity-wide layer mask for faster physics queries
AI context map refactoring
AI obstacle avoidance fix
AI context map utility methods
AI movement prediction improvement
AI context map interpolation
AI behaviour prototypes using context maps
AI context map extensions
More AI tests, ideas and prototypes
Changed OS X fullscreen mode to hide dock and menu bar
Some AI tests, ideas and prototypes
Added flare meta files
Disabled automatic flare fbx material import
Fixed grass being white after its first generation
Slightly reduced maximum wind bending
Obsessed needlessly over code layout
Fixed HTML UI being invisible on OS X and Linux
It might still be pretty buggy on those platforms, but at least not invisible and buggy
There seems to be a naming bug in those prefabs, Unity fixed it on library recreation
Made decor system use GameManager.CreatePrefab rather than GameObject.Instantiate
Added overloads of GameManager.CreatePrefab that take a GameObject as prefab
Removed manual garbage collection pass from grass system
Let's see if we can get along without calling it manually at all
Made grass and decor gizmo color configurable via inspector
Added new grass and decor system to experimental (this will probably break everything)
Create textures from Color32 instead of Color struct
Made decor alignment to normal optional
No need to store static decor objects in a list
Added threading to the grass system
It now assembles the vertex, triangle and UV lists fully asynchronously
Reverted the decor spawn position shift workaround I had to introduce by solving it a little more neatly