• Bunch of work to lay the groundwork for a radial progress 3D sprite.
    Could do an alternate texture if need be.
  • Assets/compression.
  • "cast" animation frames. Beginning of support for dash attack.
  • Now you pursue a paradox then have limited time to act without limits.
    Gotta have the respawns pursue the same paradox then we'll be golden.
  • was_just_pressed for these kind of actions.
  • Manipulators now maintain Controller order so that say GhostRecorder can be filtered upon record (though take priority upon playback).
  • InputBlocker now automatically blocks input while pursuing paradox (and stops when done).
    Ghosts pursue an immediate paradox for both the animation and maybe for input blocking. House of cards.
  • Cache direction. Only get ParadoxTimer if human controlled. Acrobatics to get the ghost to spawn facing the right direction and also resume the right animation after casting.
  • Greatly simplify things by introducing DirectionalAnimationPlayer except also everything broke.
  • Fix the animations (a little almost. Less broken anyway).
  • Claim to be playing if our override is playing. Queue up the return animation if asked to play something while overridden.
  • AnimationPlayer for the common stuff and AnimationOverrides for cast_ and whatever instance-specific things are needed.
  • Kickin' rad DASH ATTACK!