19,298 Commits over 1,614 Days - 0.50cph!
Added WetnessConsideration
Renamed the Survival/WarmUp Goal to "Stay Warm & Dry", expanded with plans for finding shelter when it's raining
Fixed UI/PlayerController picking up interactables that they should not (goto so, grazing points, etc)
Building description tweak
Added Entity.GetDescription virtual method, for er, building text descriptions of things!
Removed sound event from human run anim cause it's teeeeeeeeeeeeeeeeeeeeerible
Reverted UDM change we don't need
Reverted Entity equality members that broke basically everything
run sound on run
merge... - run sound on run
merge...
Fixed building placement rotation issuee
Female vox running edited
Fixed missing newline in UnitInfoWidget
Removed grass from temperate biome
Reset unit prefab audio sources, reduced range of random pitch per unit
Some sounds, ambient, fire and reverb zones
chopped running vox, moved events rain music
Ocean disc, adjusting cloud billboards height to avoid clipping, tweaked player camera far clip and ocean size down to reduce shadow artifacting
Navmesh
-should fix camera moving when game is windowed and unfocused
readded bits to start of river
added aurora music to events
Weather stores TemperatureModifier, not a mutliplier, applied to ZoneGetCurrentTemperature()
Seasons have their own min/max temp, tweaks to the editor
Equality for that which is perceived.
updated sea edge and added some props to river start
reverted PerceivedUnitData equality change that broke all the things
Vox sounds added, edited, new event music added
-changed Controls windows' text (reshuffled groups to make imo more sense, brought the 'close this window' command to the top)
Protect/defend others goal/plan/bc/bullshit
Added script to the shorefx, and added thingy to the waterfall edge shader
shore fx to 0001 (needs the color tint fix)
These mats shouldn't exist.
let's include the waterfall edge mesh
Scene, waterfall, horizon plate mesh
Water.cs > TOP_Sampler.cs