200,682 Commits over 4,171 Days - 2.00cph!
recovered waterfall foam shader
-camera doesn't lag behind moving units, and doesn't jerk on orbiting
Water script can pull various samples from TOD
Tinkering with water_edge_shore
- Lots of action work.
- Resource died event.
- People will now start harvesting a new resource location of same type when the one they've just deposited has depleted
Horizon billboards.
Random mat shit.
- Made a selection box. Visual only, doesn't select yet.
oops shader arithmetic derp
Flattened normals on the curved horizon plate because shading is lol.
Water.cs > TOP_Sampler.cs
Scene, waterfall, horizon plate mesh
let's include the waterfall edge mesh
Fixed Physics.IgnoreCollision performance regression on certain hardware
These mats shouldn't exist.
Added Dreadora to character select
Added initial config
shore fx to 0001 (needs the color tint fix)
Added script to the shorefx, and added thingy to the waterfall edge shader
Protect/defend others goal/plan/bc/bullshit
-changed Controls windows' text (reshuffled groups to make imo more sense, brought the 'close this window' command to the top)
It's the return of the tree stump! -wood pickup model
Vox sounds added, edited, new event music added
reverted PerceivedUnitData equality change that broke all the things
Fixed missing airfield wall colliders
updated sea edge and added some props to river start
Equality for that which is perceived.
removed old building stuff
- Added selection highlights
- Selection box now actually selects things
Added new building system.
Slight changes to sewers drain colliders
Seasons have their own min/max temp, tweaks to the editor
Weather stores TemperatureModifier, not a mutliplier, applied to ZoneGetCurrentTemperature()