- Antigravity boost to speed up slopes.
Results in slope surfing but that might be a good thing. - Slower zombie.
- PolygonRounder rounds polygons.
- Rounded polygons.
- Zombies face left sometimes.
- Heart rejects Monster.
- Hearts now use Launchers.
Because something else soon shall too. - More level room for monsters to fly off to.
- Perhaps the framework for an attack that launches monsters.
- Camera better deals with object popping in/out at odd times.
- Kinda stupid Actioner for one-time action.
- Hee hee that's kind of an attack.
- Camera automatically and pleasantly returns to assumed spawn point between characters.
A little wonky if you rotate while it's moving. - Don't antigravity if not grounded. Reduce floorcheckers a little. Exclude AttackZone from Player FloorChecker.
- Ghosts now spawn consistently relative to the player respawn and there's a quiet second where there probably aren't players (unless there are overlong ghosts going on).
- QuietTime is now a fancy animation.
- Rename Spawner to Mercury.
- Spawning animation.
- Name collision layers, use them more sensibly, and start to add a ShadowCaster.
- Part of an hourglass.
- Starting to draw a shadow.
Right now it's more like a hoola-hoop. - Shadows. Sorta.
They seem to rotate a bit relative to the camera. - Adjust sprite offsets for better shadow behavior.
Still a little bit of rotation but now the pop-out is more distracting. - Reduce the FOV a little; looks better.
- Cast longer shadows for high-jumps and pull 'em up a tad to help with the z-fights.
Still a little mystery vanishing. - Ghosts look spooky now.
- Untested bugfix.
- New name new notes.
- A sand dune.
Still messing with import workflows. - AutoImporter which will replace any nodes on its scene root with scenes from the same directory that have the same name prefix.
For replacing a .gltf import with tailored instances. - Include Geometry in the instances. Also SmallDune.
- Uncheck the box on success.
Though we may be done with this util. - The outline of scaling monster stats but uh.