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CHANGELOG
0.1.14
- Prevented all lightsabers, including Core, from passively damaging enemies or players while sitting in the truck or loading into a new round.
- Gated Volatile, Null-G, and Rift special effects behind the vanilla melee swinging state so loose sabers no longer auto-trigger explosions, gravity effects, or teleports.
- Kept normal active swings working by allowing saber hits only when the vanilla hurt collider is active.
0.1.13
- Prevented Rift and Volatile saber effects from applying player-side knockback while keeping Rift player teleport.
- Removed the stock explosion call from Volatile entirely so player ruckus/knockback cannot leak through.
- Kept Volatile enemy-only area damage and knockback using RepoWeaponLab's own effect path.
- Added a custom orange/yellow particle burst for Volatile so the explosion still reads clearly.
- Guaranteed the directly hit enemy receives Volatile knockback before the area effect pass.
- Made Rift hits deal noticeable bonus damage before teleporting enemies.
- Added a larger purple particle poof at Rift teleport entry and exit points.
0.1.12
- Guarded
SemiFunc.DebugTesteragainst repeated null-reference spam caused by incompatible debug-console patches. - Removed duplicate active-profile installation during local testing so BepInEx loads one RepoWeaponLab copy.
0.1.11
- Replaced Rift teleport poofs with cosmetic purple flashes instead of explosion-script effects.
- Forced lightsaber player damage back to zero on melee startup to reduce friendly-fire surprises.
- Made the Volatile Lightsaber explosion much more visible with large orange/yellow flash VFX.
- Prevented depleted lightsabers from swapping back to the stock sword broken mesh.
0.1.10
- Replaced the Floppy Stun Lightsaber blade visual with a smoother spring-rendered energy curve.
- Fixed the floppy blade root so it connects into the hilt/emitter instead of floating above it.
- Reduced fast-swing edge tearing by rendering a denser smoothed curve.
- Added lightweight runtime performance fixes for saber variant lookups and Rift/Null-G contact scans.
0.1.9
- Removed the Floppy Stun Lightsaber's constant idle wiggle and made the blade react to movement, jumps, swings, and impacts instead.
- Hid stray yellow joint-cap renderers that could appear as floating balls.
0.1.8
- Reworked the Floppy Stun Lightsaber animation from in-place segment rotation to a connected sagging curve.
- Reduced the lumpy stacked-cylinder look and made the blade tip hang, lag, and whip more naturally.
0.1.7
- Fixed the Floppy Stun Lightsaber runtime animation so FBX blade segments are detected correctly.
- Made the floppy blade sag, lag behind movement, wobble while held, and whip briefly on impact.
0.1.6
- Added runtime floppy movement to the Floppy Stun Lightsaber so the yellow blade sags and wobbles while held.
- Added a Thunderstore README note asking players to give the mod a thumbs up or consider buying me a coffee.
0.1.5
- Added the Floppy Stun Lightsaber, a yellow drooping neon saber with stronger stun than the normal stun weapons.
- Rebalanced shop prices into a gentler ladder starting at 15K.
- Kept saber melee damage player-safe after the 0.1.4 explosive safety pass.
0.1.4
- Prevented saber melee colliders from damaging players.
- Replaced the package icon with crossed neon sabers.
0.1.3
- Reduced saber damage from the first overpowered tuning pass.
- Increased Volatile explosion size and enemy knockback while keeping player damage at zero.
- Added Rift teleport poof effects.
- Improved Null-G hit and held behavior.