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