17,530 Commits over 1,614 Days - 0.45cph!
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
Flattened normals on the curved horizon plate because shading is lol.
oops shader arithmetic derp
Horizon billboards.
Random mat shit.
Water script can pull various samples from TOD
Tinkering with water_edge_shore
-camera doesn't lag behind moving units, and doesn't jerk on orbiting
recovered waterfall foam shader
Color matched ocean and river
Perceived Units should clear before reconstructing over surrounding units, else we'd be perceiving things "on the other side of the island".
Missing berry bush prefab re-made
Group's should remove units when they die now
Mood stat getter fix
combat idle setup with first pass anim
human ouch anim has ouch sounds attached
missed one anim from last checkin
dead anims for animals, but not working quite right as they still loop the dead anim again
Removed building debug logs
NGPV debug scores updated
Testing a different approach to Agent goal variant comparison and re-scoring
Data tweaks
Time/Season/Temperature on world debug panel