1,389 Commits over 274 Days - 0.21cph!
Refactoring weapons backup
Moving stuff around part 1
Various animation stuffs for weapons.
Messed with the standard reflection probe.
Proper rusty/iron/steel longswords with mats.
Item icons for the variants.
Sword variant stats.
More icons.
Fixed remaining issues.
Manifest.
Cave prefabs were on the wrong layer.
Terrain triggers to trigger layer.
Maincam reflection probe tweak test.
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.