ethereal sapling vfx and some fixes !!#1008
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bf wanted mult gm skin tracers back <//3 ,., also fix my name in the readme being breadm </////////3,..,
unsure if a github issue is open for this ? but stops substandard duplicator giving you a copy of mass or force when picking up any lunar .,,.
cherry picking these so might be a little weird in the history ,.,.
swuff-star
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tyty looks good, no outstanding ocmments from me on anything
Nebby1999
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Looks good! are the changes from WWise caused by installing the Linux API for it?
I'm curious as it seems to touch things other than Linux (windows and mac)
Pls clarify 🥺
| private static GameObject toolbotLunarSpear = Addressables.LoadAssetAsync<GameObject>("RoR2/Base/Huntress/TracerHuntressSnipe.prefab").WaitForCompletion(); | ||
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| internal static Material matLunarGolem; | ||
| internal static Material matLunarGolem = Addressables.LoadAssetAsync<Material>("RoR2/Base/LunarGolem/matLunarGolem.mat").WaitForCompletion(); |
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Any chance you could put this load on "Initialize()", subscribe to "onCompelted" instead of WAitForCompletion, and assign the field there?
A bunch of things in the base game charactermodel does this to load materials if you want a reference.
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This is for us later but ideally a bunch of these can be replaced with the UberSkinDef's implementation of SkinVFX Overrides.
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I guess you're a linux user? please clarify
and also duplicated check for duplicator drone ,.,.
uhh lots of things !!! i think ,,.
some new lang tokens for the ethereal saplings ,..,,.,.,. feel free to change them however !!! not a writer <//3 ,.,,