17,530 Commits over 1,614 Days - 0.45cph!
-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
Horizon billboards.
Random mat shit.
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
These mats shouldn't exist.
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)
Vox sounds added, edited, new event music added
reverted PerceivedUnitData equality change that broke all the things
updated sea edge and added some props to river start
Equality for that which is perceived.
Seasons have their own min/max temp, tweaks to the editor
Weather stores TemperatureModifier, not a mutliplier, applied to ZoneGetCurrentTemperature()
added aurora music to events
readded bits to start of river
-should fix camera moving when game is windowed and unfocused
Ocean disc, adjusting cloud billboards height to avoid clipping, tweaked player camera far clip and ocean size down to reduce shadow artifacting
Navmesh
chopped running vox, moved events rain music
Some sounds, ambient, fire and reverb zones
Reset unit prefab audio sources, reduced range of random pitch per unit
Removed grass from temperate biome
Fixed missing newline in UnitInfoWidget
Female vox running edited