8,463 Commits over 4,018 Days - 0.09cph!
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.
Cave prefabs were on the wrong layer.
Fixed remaining issues.
Manifest.
Sword variant stats.
More icons.
Item icons for the variants.
Proper rusty/iron/steel longswords with mats.