127,271 Commits over 4,109 Days - 1.29cph!
Time of Day update to 2.2.0 prerelease 4
Changed default farclip to 6000
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)
Added early exit to AILocomotion tick if no movement is required
Made AISteering profiler sampling more accurate
checking in metal plate helmet and textures
Made obstacles handle entities inside them in a more stable manner
Removed grass system debug output
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
Updated animal prefabs
Updated AI test scene
Fixed warning in IgnoreCollision
Restoring deleted weapon files (goosey strikes again)
Fixed warnings in the cave_test prefab
Disable dynamic znear in playermodel scene
Fixed torch by reverting to the last commit by Alex + recreating the material (where the fuck did that go?)
Fixed WaterEffects NRE if sky dome is missing
"Tools/Update Clothes Models" now changes max texture size to 4096 too
Changed settings on torch material
Renamed metal_improvised_helmet_01 and metal_improvised_helmet_02 to human names
trying to commit torch material again ( just update it plastic!)
updating torch anims to fit the new torch model better, including .metas ( rightly or wrongly)
Added bucket helmet
Added coffee can helmet
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
Doubled the animal density (performance test)
Improved PVT performance in some areas; tweaked params again; more async
Improved PVT rendering in far away terrain; still not final
Fixed buggy PVT normals
Deployed PVT to all scenes using Main Camera prefab
Disabled space rotation until I fix the texture mapping
PBR'ed the lantern, and made it glow again.
Tweaked and/or moved 27 things to the standard shader for better consistency.
Tweaked RangedAmbientObscurance image effect (fixes dark band at fadeout distance)
somw tweaks to the leaning stance
fixed bug with view model bobbing while standing still + holding shift; added some rotational movement on the bobbing (looks more natural now)
tweaked the bob settings on some of the view models.
attack/deploy/holster animations for the thompson
Improved the lantern light and flicker effect. Also made it stop self-shadowing so awkwardly.
Workaround for PVT prepass render causing index-out-of-range on OSX standalone build
Time of Day update to 2.2.0 prerelease 5
Re-enabled rotating stars
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
Fixed client compile error
Fixed obstacle script parameters on resources
Fixed obstacle script parameters on the animals
Attempt to fix missing material on the lantern
Made all AIObstacle classes respect object scales
Added AIObstacle components to the cubes in the test level
Updated ProjectVersion.txt to 5.0.0b3
Fixed wood pile being hyper bright
Refactored wolf controller
Added behaviour trees + controllers for all animal types (shouldn't change anything - copy & paste for now)
Updated animal prefabs