2,268 Commits over 274 Days - 0.34cph!
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.
HasShield animator param on ModelState should now be correctly assigned
Items not held as primary no longer modify the HoldModel
Status Effects now spawn and destroy their fxPrefab
Added a terrible particle effect to Poison to demonstrate
Fat toadloks now more inclined to squeeze through the narrow caves that they reside in.
Rehooked up shield effect on the prefab
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.
Fixed starting shield not being visible when game starts
Fixed issue where repeatedly equipping and unequipping a weapon would stop the weapon from appearing
Item icons for the variants.
Proper rusty/iron/steel longswords with mats.
Various animation stuffs for weapons.
Messed with the standard reflection probe.