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Pikmoons Interiors
[v81] Interiors based on Pikmin 2's cave themes
CHANGELOG
Changelog
Version 0.0.5
- LethalMinNightly has received an update, which added the PikminDamageable component! This means I can now make non-enemy objects hittable by Pikmin!
As a result, all hazards (except for electric hazards, for some reason) are now damageable by Pikmin. - A prefab variant of the Egg object from Pikmoons has been added as an interior object that spawns. If Pikmoons Scrap is installed, it will be very likely to spawn items that usually drop from eggs in the Pikmin games, mostly Nectar. If not, it will just spawn one random scrap.
- The Falling Egg "hazard" from Pikmin 2 has been added as an interior object. It deals no damage when falling on players and enemies, and its scrap spawning behaves the same as the Egg object, detailed above.
- The Boulder hazard's events, animations, and audio sources have been restructured, and its particle when breaking apart is now the animation found in Pikmin 2.
- The Bomb Rock hazard has been renamed to Falling Bomb Rock Hazard, and its animations are now the ones from Pikmin 2. Its material has also been remade with a more accurate shader.
- There is a new normal Bomb Rock hazard, which is an un-ignited Pikmin 2 bomb rock that rests on the ground and can be hit to be ignited. (falling bomb rocks, or bomb rock scrap, can also trigger them. >:^])
- Both Bomb Rock hazards now have a new VFX for when they are ignited, and particle effects for when they blow up.
- Boulder, Bomb Rock, and Falling Egg hazards are now slightly more likely to spawn on the
metaltheme. - The main entrance tile of the
tiletheme has had main entrance moved off the raised platform. (pikmin are having trouble going through off mesh links for some reason) - Normals of certain meshes in
soil_5x_stalagmiteandtile_2x_hallway_long_pipestiles have been flipped, to avoid trapping players in unintended places. - The audio curve of exit geysers has been adjusted slightly, to be less audible from very far away.
- The intensity of the light above exit geysers has been increased.
- Doorway connectors of
brick_4x_square_walltile have been moved back to their proper spots. - Poison hazards now have a navmesh obstacle, to prevent Pikmin from walking directly through them.
Version 0.0.4
- The MeshRenderer on floor colliders in
Toy/Gardenhas been moved to the NavigationSurface layer. (this should make the red/purple "TestTrigger" material no longer show in the floor on these themes) - Tiles in the
Toy/Gardeninteriors should no longer have no navmesh sometimes. - Offmesh Links have been added to the main entrance tile of the
Tiletheme. (fixes Pikmin instead pathing to Fire Exits, even though they were closer to main's exit) - Exit Geysers now use the proper model, scaling, and vertex color-mixing shader for "baked shading". Their original animation has been imported, though it was too subtle in-game, so I have multiplied the motion by a factor of 6.
chiyogami(the crinkly origami paper in Toy) no longer has alpha clipping on in its material.- Fire, Water, and Electric hazards' hittables now have a default damage of 1. (this makes the shotgun sensor on them actually work to kill them now)
- The cooldown of all elemental hazards' Shotgun Sensors now matches the cooldown of the shotgun itself, at a .7 second cooldown.
- A box collider has been added to block the hole in the
pipe_3x_hallwaytile. - Margaret and Foxtail plants use new, more accurate shaders.
- A few Off Mesh Links have been added to the
metal_3x_circle_intersection_bluetile, and its purple variant, to allow Pikmin to pathfind off of the raised area. - Some other tiles have had Off Mesh Links adjusted or added to help with Pikmin pathfinding. (though they didn't seem to help much in my testing)
Version 0.0.3
- The extra main entrance in the
Toyinterior has been removed, meaning Pikmin should no longer error out when pathing to main. - In
GardenandToyinteriors, there is now only a navmesh within tile bounds. This means Pikmin should no longer take large shortcuts between separated tiles, and should better stick to the intended walking area. - In
soil_2x_high_ramp_logtile, the the ladder is no longer floating in the middle of the room. - The missing LethalminNightly script in the boulder hazard has been replaced with the proper script, and will no longer throw errors.
Version 0.0.2
- A
metaltile has had an erroneously-placed non-spawned fire exit removed. - Doorway connectors have been changed, so that their colliders no longer cause strange collision behavior with enemy interactions, and block enemy vision or the whistle from Lethalmin.
- Meshes have been modified in the concrete_3x_pipe tile, to make water there more visible.
Version 0.0.1
- First release!