⚓Demo Update #Version-0.11.0f6
[h2]Hello, Survivors! ⚓[/h2][p][/p][p]We have updated the demo with the improved mechanics, bug fixes and quality-of-life features[/p][h3][/h3][h3]UI[/h3]
SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBOOK | YOUTUBE | TIKTOK | BLUESKY[/p][p][/p]
- [p] Add stress gauge instead of slider in buildable UI[/p]
 - [p] Show physics parameters in building tooltip[/p]
 - [p] Display future water level when hovering weather forecast[/p]
 - [p] Show more info in Weather Forecast tooltip[/p]
 - [p] Sort saves by name so last save is the newest[/p]
 - [p] Allow skipping cutscene transitions[/p]
 - [p] Updated settings option backgrounds, text and checkmarks.[/p]
 - [p] Don't count electricity consumer storage as total input[/p]
 - [p] Fixed UI volume setting not being capitalized properly[/p]
 - [p] Show relevant gatherable information when hovering them with Gather Mark tool[/p]
 - [p] Display Workplace flood bubble warning when workplaces are about to be flooded[/p]
 - [p] Improve missing path bubbles to show arcs onto buildings where citizens are located[/p]
 - [p] Reworked Citizen list - show more relevant information and their Social Group[/p]
 - [p] Resource building list is now universal for all resources and can be filtered. Improve displayed information[/p]
 - [p] Show Water Collector max potential efficiency in tooltip[/p]
 - [p] Change leader UI is now handled through events[/p]
 - [p] Selection only selects objects if the action ends on the same object[/p]
 - [p] Draw Wind Turbine clearances and what blocks them[/p]
 
- [p] Tech tree and building progression changes[/p]
 - [p] Some reseaches can require specific prior researches[/p]
 - [p] Resources now float around depending on weather conditions. Some weathers spawn them and affect their movement speed and direction[/p]
 - [p] Removed junk resource cost from some of the first buildings[/p]
 - [p] Changed leader perks to all give bonus to some category[/p]
 - [p] Boats respawn on closest valid sailable node instead of in random position[/p]
 - [p] Add low tier energy generator[/p]
 - [p] Wind Turbines require path access to operate[/p]
 - [p] Citizens slow down when walking in water[/p]
 - [p] Tweaked events: removed loyalty penalty for basic events. Fixed resource consumption events, only need to increase for one group[/p]
 - [p] Tweaked Raincatcher sockets and their weights[/p]
 - [p] Add Citizen emergency toggle which will prevent citizens from going into water[/p]
 - [p] Tweak Fresh Start map[/p]
 - [p] Improve electricity distribution by shuffling electricity receiving targets[/p]
 
- [p] Holding Ctrl while building will deconstruct overlapping buildings when possible[/p]
 - [p] Add UI button to deconstruct selection[/p]
 - [p] Shift-clicking now also deselects buildings[/p]
 - [p] Pippete tool prioritzes copying selection if it has buildings[/p]
 - [p] Island up selection won't select physically stronger objects than original selection - allows fine tuned selections[/p]
 - [p] Add controls to build over built buildings and multi-build drag options and their icons[/p]
 - [p] Every type of building or blueprint has available all drag directions by default[/p]
 - [p] No more 1 frame jump when using reposition plane tools[/p]
 - [p] Show entries for Water Collectors and Redirectors in builder tooltips[/p]
 - [p] Allow toggling selection of buildings when holding shift[/p]
 - [p] Fix tooltip for demolish hotkey button[/p]
 - [p] Transfer electricity back from inactive buildings[/p]
 - [p] Dock can be built through its clear voxels[/p]
 - [p] Fix reselecting things with deconstruction and mark tools[/p]
 
- [p] Added several new songs[/p]
 - [p] Lots of new sounds for buildings[/p]
 - [p] Tweak sound distances[/p]
 - [p] Houses now play audio when people are in them[/p]
 
- [p] Optimize and improve water rendering. Lower quality water will use lower density meshes[/p]
 - [p] Optimize procedural resource spawning[/p]
 - [p] Fix sailable voxel intereference texture generation and improve its generation performance[/p]
 - [p] Improve rain drain temp allocations and fix related crashes[/p]
 - [p] Only gather resource buldings for total resource counts in the city. Optimizes resource update loop[/p]
 - [p] Optimize citizen path node calculations when city gets changed[/p]
 - [p] Optimize boat sailable area calculations when city gets changed[/p]
 - [p] Optimize clearance (Crane, Catcher, Fishing Hut) calculations while building and having them when city gets changed[/p]
 - [p] Optimize gatherable object outline rendering[/p]
 
- [p] Improve far shadows for all buildings - should make the game look better and have less shadow popping[/p]
 - [p] Draw update order for gizmos and builders fixed - drawn gizmos should no longer lag one frame behind[/p]
 - [p] Added slow walk animation[/p]
 - [p] Add entered-citizen Attic and Balcony lighting animation during night[/p]
 - [p] Add Camera Shake to certain effects[/p]
 - [p] Text indicators don't lag by frame[/p]
 - [p] Change default graphics settings - vsync off, limit FPS to 144[/p]
 - [p] Improve fake shadow rendering - they now follow moving objects and don't get updated when their city position changes[/p]
 - [p] Fix selection visuals and logic lagging behind one frame - the game will feel much better at lower framerates[/p]
 - [p] Update voxel AO while still in transition - removes dark spot pop when game loads[/p]
 
- [p] Rewrote serialized settings fallback handling - fixes game not being playable if there were no settings saved[/p]
 - [p] Citizens disable their colliders correctly[/p]
 - [p] Weather properly initializes defaults - weather can now be fully random when starting the game[/p]
 - [p] Add workaround to prevent engine freezing when prewarming small batches of prefabs[/p]
 - [p] Disable time control if interacting with input field[/p]
 - [p] Fix citizen leader perks not being properly random[/p]
 - [p] Fixed incorrect solid voxels for Bar[/p]
 - [p] Fixed citizens ignoring flat entrances and not playing intended animations at them[/p]
 - [p] Prevent graph nodes getting incorrect input node dependencies when non-execution nodes are incorrectly gathered through execution links - optimizes some graphs[/p]
 - [p] Fix leisure task validation - citizens would incorrectly abandon their leisure task when things were updating the city (usually floaters)[/p]
 - [p] Fix citizens aborting their pats to flat entrances which were validated incorrectly when city changes[/p]
 - [p] Fixed flooded docks remaining in the boat system and causing problems for citizen and boat pathing[/p]
 - [p] Add delay to voxel compute uploading to prevent multiple uploads at once complaints[/p]