Pal
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e17e5e91b1
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audio implementations, chariot frames deleted, world visual fixes
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2026-05-08 16:49:47 -07:00 |
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Pal
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9a7de9308f
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A2 room lighting and particles fixes, persiko invuln barrier setup, couple of UI changes, extension added to fake GOG room.
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2026-04-24 01:44:06 -07:00 |
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Pal
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aea6c5ff3d
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verticality map added to all floors, item descriptions fixed, enemy lore added.
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2026-04-22 00:48:45 -07:00 |
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Pal
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c2fca6a16f
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All Steles placed, some specific objects placed, secret NPC placed
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2026-04-13 00:57:37 -07:00 |
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zenny
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a686ce2fbc
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Switch navigation mesh to be based on collision only, not collision and texture meshes
Will need to finetune enemy navigation agent placement depending on if they're now too high/low to sit in the navigation region
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2026-02-25 22:33:38 -08:00 |
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zenny
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36b851254e
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Add collisions to A2 corridors
Start implementation of fading ambient audio in/out on level load
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2026-02-05 14:17:45 -08:00 |
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zenny
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4ffe04fcff
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Exploding wall implementation
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2026-01-26 02:15:03 -08:00 |
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Pal
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f13afc9fdc
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Re-scaled environment models imported and implemented.
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2026-01-12 19:39:34 -08:00 |
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Pal
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2786c95c22
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re-rendered all frames for chinthe, added teleport in animation as well as VFX for attack and teleport. rough draft of a setup for map glow.
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2025-10-09 03:23:27 -07:00 |
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zenny
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ec0f9ebff7
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Simplify enemy animation logic
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2025-10-06 02:13:05 -07:00 |
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zenny
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2ea96e5933
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Arrange debug floor situation
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2025-09-26 22:50:09 -07:00 |
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