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Update README.md
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README.md

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- [ ] Create code that
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- [x] Automatically gets, or handles a lack of, new events
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- [ ] Can consume data from the live API or local `JSON` files without changing anything
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- [ ] Can consume data from the live API or local `JSON` files by changing dropdown option
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- [x] Potentially do it like:
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- [x] Use two C# collections (either a List or Dictionary) named `buffer` and a `history` that can be sorted by a date string.
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- [x] As the events are visualized, the event object is moved from the `buffer` to the `history`.
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- [x] If no (or not enough) new events are found on the next API call, then a "rewind" can happen where a chunk of events from history are placed back in the buffer and the "playhead" can restart at the end of the buffer (until the next check).
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- [ ] Prune players depending on max player allowed var
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- [ ] Merge new data / old data
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### Timeline visualization
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- [ ] Zoom out? @jdietrick preference?
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### Testing
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### UI Controls / Testing / Debugging
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- [ ] Build Feed data testing / monitor UI
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- [ ] Dropdown to switch between live / local
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- [x] Build Feed data testing / monitor UI
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- [x] Dropdown to switch between live / local
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- [x] Dropdown to switch resolutions
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- [x] Button: playback restart
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- [x] Setup [2D renderer and lights](https://www.youtube.com/watch?v=nkgGyO9VG54&t=53s&ab_channel=Brackeys)
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- [x] Point lights on GameObjects
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- [ ] Light emitters on player trails
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- [ ] Environmental lighting
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- [x] Environmental lighting
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- [ ] Changes to lighting depending on time of day
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- [ ] Add Fog
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- [ ] Examples [1](https://forum.unity.com/threads/how-can-i-control-fog-color-based-on-skybox-color.311706/), [2](https://carlburton.itch.io/islands), [3](https://magazine.renderosity.com/article/5204/taking-a-look-at-unity-fog)

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