1,248 Commits over 274 Days - 0.19cph!
Full dynamic reflection cubemap test
Auroras to the reflection cubemap, because it looks cool.
Terrain mat tweaks.
Scene.
Fat toadloks now more inclined to squeeze through the narrow caves that they reside in.
3rd person stuff for the longswords.
2h and 1h staff setup WIP
NPC roaming works.
NPCs properly damaged by spells.
Manually spawned NPCs not stuck anymore.
More weapon stuff
Manifest
So much 3rd person stuff I don't even remember it all.
Shield orientation stuff.
Target healthbars visible at a proper distance.
Spellcasting bool for weapons.
Flagged the staves.
Metabolism spell test.
Manifest.
Scene spawns & some tweaks.
Excluded a bunch of prefabs from being navmesh considered.
Redid the crafting category widgets so that the damn click sound doesn't play at 100db every single time you run the game.
Stamina bar turns red when low.
DeathFX for all our NPCs because it makes them more enjoyable to murder.
Unarmed improvements.
Organized the files a bit.
Zombies don't moan on startup.
fullscreen fx for statuses
And don't play it on startup.
New spell channeling bar & cooldown timers on the hud slots
Spellcasting fx script stuff
Proximity to a fireball projectile doesn't make you crouch anymore.
Fixed the error spam while unarmed.
NPC stats from the spreadsheet.
LOD tweaks.
Baked yet another navmesh.
Tweaked fireball stats and made the radius inline with the vfx.
NPC tuning.
NPC tuning.
Fixed missing sounds on Beetles.
Removed that helmet overlay code that we don't want and was erroring.