- Rabbits, deer and boars with procedural meshes and animated legs, a
state machine (idle/wander/flee/charge/dead) and heightmap steering that
avoids water, cliffs, the world edge, trees and buildings
- Spawner keeps a habitat-based budget around the player (6/4/3)
- Melee needs a weapon or tool (club, spear, axe, pickaxe); box sweep hits
- Wooden spear (thrust or throw) and crude bow with draw-scaled arrows;
projectiles stick in the world as saved pickups
- Carcasses: E to butcher for meat, hide and embedded arrows
- Boars charge and gore when hit; hurt flash and a brief healing pause
- Cooked meat gives Well fed (faster stamina and healing); buffs saved
- Hide cloak: wear for warmth, saved, goes in the grave on death
- Feathers as meadow pickups (appended, existing save ids unchanged)
- New test_creatures_combat suite; run_all.sh gets a per-suite time limit
- Seeded weather (clear/cloudy/rain/storm, snow and blizzards on cold days
and above the snowline), lightning, synthesised rain/wind/thunder sound
- Rain/snow particles stopped by roofs; wet ground, settled snow and wind
via global shader uniforms
- Snap-together wood floor, wall, door, roof and gable with structural
support, collapse and X to dismantle
- Shelter detection: dry under a roof, warmer and Rested inside with a fire;
rain burns an uncovered campfire faster
- Bed sets the spawn point and lets you sleep through the night
- Trees, boulders and ground pickups regrow; timers saved
- Grass cleared under floors; shorter HUD hint
- New test_weather_building suite (62 checks) and tests/run_all.sh, which
also fails on script errors