* hair color mask material, old lady hairdo and glass, moustache, and shell bowl
Various art assets to make the townsfolk more unique. Bowl made from a giant shell.
* Fix Plant Critter mesh scaling and name (#239)
* Townsfolk_M animations, Palm2
* New tree type
* simple fix for camera
* Reset HasBeenPrewarmed (#243)
* [WIP] Added some table furniture (#233)
* Added some table furnitures
* Corrected all furniture prefabs to be prefab variant
* Added back recklol Dissolve effect (#217)
* Added recklol dissolve effect with some tweaks
* Added names to dissolve outputs
* Added a dissolve effect option in contextual menu and add alpha cutoff in Toon_Disolve
* [Bot] Automated dotnet-format update
* Imported Smurjo's models, reorganised folders
* Hotfix for null checking `ToState`. (#244)
* Wiki and Readme images
* Update README.md
* Update README.md
* Initial decoupling o...
* Added small internal cooldown to PlayLandParticlesAction StateAction
https://open.codecks.io/unity-open-project-1/decks/15-code/card/18k-avoid-spamming-particles-on-sliding
Whenever the PlayLandParticlesAction StateAction is exited by the state machine, it checks if total elapsed time is greater then the total elapsed time of the last particle call + a small amount.
If so, only then do we tell the DustParticle Controller to play, and we also set the new time to beat to be the current time.
* Update PlayLandParticlesActionSO.cs
Removed the unnecessarily verbose extra function
Co-authored-by: Ciro Continisio <ciro@unity3d.com>
* Added recklol dissolve effect with some tweaks
* Added names to dissolve outputs
* Added a dissolve effect option in contextual menu and add alpha cutoff in Toon_Disolve
Swapping the order of the multiply and add nodes in the ToonShading subgraph to multiply albedo by diffuse light alone, then add specular highlights.
Along with this is the need ability to control specular light transparency, which can now be done using the Specular Color property's alpha channel.