125,565 Commits over 4,171 Days - 1.25cph!
tired / angry state animations for the wolf idle/walk/run
added flinch animations for the wolf.
Started refactoring AI decisions.
Fixed how AI decisions calculate target intensity.
Applied adjustments to the spawn handler object in the procedural map scene to the spawn handler prefab
Converted TerrainTreeBatch to the new fast getter and setter in b20
Made clientside tree placeholders move when their owner entity is moved (fixes trees at origin, invisible trees)
Forced alphabetical order when spawning decor types
Protocol++ (network + save)
Fixed terrain atlas set not saving slots
Fixed terrain atlas generator not forcing read/write texture import settings
Updated ProfileProceduralMap
Made noise library use native implementation if possible, otherwise use managed fallback
More detailed checksum mismatch logging
Re-enabled threading in-editor
Fixed new issue of not being able to hit objects with torch when lit
Mixing terrain splat normals with base terrain normals for more pronounced and detailed hill lighting
Simplified Scene2Prefab to reference GameObjects instead of pathnames
Can have multiple Scene2Prefab's per scene
Scene2Prefab's don't have to be root objects
Translate initializes automatically on first use
Added Transform.GetSiblings<T>()
Server browser WIP
Added LocalizeText component (for localizing a UI.Text)
Changed torch animator so both lit & unlit states work on one layer
Updated torch vm anims, changes to anim controller
Fix lit torch attack not playing strike effect
Refactored how GameManager works (to remove Realm usage)
First version of custom environment Standard shader with CryEngine-style "Blend Layer" support
redid all of the animals' mecanim state machine. They transition to/from each state much smoother now (no more snapping from sleep --> awake)
Fixed the riduclous amounts of shininess on the chickens. They no longer look like they came out of a Lady Gaga video.
Increased terrain resolution (4x)
Added proper segmentation to heightmap generation
Added dunes to heightmap generation
Increased forest density, frequency and size
Increased valid noise seeding range
Optimized checksum generation
Fixed a bug where new animals would immediately starve to death.
adjusted some preventBuilding radiuses
updated sleepingbag model
Added decision states to AI prefab.
Merged changes from main.
Set up AI decision curves.
PrefabPreProcess only process prefabs (in editor)
More UI progress
NPCAI now uses Decision.State.
Loading screen redux
Don't spam commands into the console when loading config file
AISense once again uses structs.
Updated mid-level jacket to work better with underlying layers
Added long-sleeved t shirt model, textures, and prefabs
Fixed animal sense properties.
Made a better generic rust texture for blend layers
StandardBlendMaskShader: added separate UV transform for blend-mask/height map
Tweaked dune noise
Tweaked hill frequency and amplitude
Tweaked forest frequency and size in the arctic and arid biomes
Slightly reduced size of the arid biome
Tweaked checksum calculation
Tweaked heightmap parameters