Weekly update #8

This update is mostly about timing and pacing. It adds all (generated) dialogue lines, adjusted for timing throughout the experience, as well as a couple of "events" along the player's including the Rattail Encounter, Environment Scans and the Glimmung Encounter. [img]{STEAM_CLAN_IMAGE}/36096800/c7837e86d896dbdd63b6b16d44ae89df525866ea.jpg[/img] [b]Fixes[/b] [list] [*] intro height should now be correct, no more need to jump for the play button [/list] [b]Changes[/b] [list] [*] Environment brightness has been increased [*] Swarm Cave has been replaced with the new model from Abel [img]{STEAM_CLAN_IMAGE}/36096800/3b2fac468951e07e5c2e8b3040c513afb9d41c95.jpg[/img] [*] Glimmung's Den is now much brighter [*] Glimmung light has an animation/falloff towards the player to be both visible very far away and not blown out up close [*] Glimmung has been replaced with a newer Version from Fauns / Albyon with a quick rig from pfc to allow for arm and mouth motion [*] lots of new vegetation scattered across Glimmung's Den (Scene 12) in correct world scale [/list] [img]{STEAM_CLAN_IMAGE}/36096800/75ddc9a1d77bfd1b0f445981e1538daf9ddb51ad.png[/img] [b]Known Issues[/b] [list] [*] light portals still glitch sometimes and disappear abruptly [*] tunnels don't have vegetation [*] some materials in the Swarm Cave (Scene 7) have incorrect lighting / shaders [*] scanner is still too fast [/list]