Outward
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Latest version
1.5.0
Last Updated
First Uploaded
Downloads
123
Likes
0
Size
113KB
Dependants

1.5.0

  • Added a Filter — type a word and browse only the assets whose name contains it, in every mode. fire turns 268 blasts into 15, and 2737 sounds into 44. Sound groups with nothing matching are skipped, and every count says what it matched
  • The filter is cleared when the game restarts
  • The keep key also writes to BepInEx/AssetBrowserKept.txt, beside the log — the same lines, ready to paste, under a dated heading for each session. They still go to the log too

1.4.0

  • Added animation browsing — Character.SpellCastType, 102 entries. Off by default: turn on Enable animations and Home cycles SOUND → VFX → PROJECTILE → BLAST → ANIMATION
  • Animations with real consequences are hidden — DeathIndirect and the five bed casts. Allow harmful animations un-hides them
  • Added VFX position, Projectile position and Blast position, as X / Y / Z on one row
  • 61 of the 268 blasts are not plain spheres, so those blasts now show their shape after the name — (cone), (ground), (lingering), (circular), (activation), (delayed hits), (no physics, max target), (cone, lantern), (turret), (no physics)
  • Removed the Blast radius setting. It is hit detection only and previews carry no visual effects
  • Renamed Enabled to Master switch. BepInEx sees it as a new setting, so it resets to on when you update
  • Some config entries were reworded

1.3.0

  • Added blast browsing — SL_ShootBlast.BlastPrefabs, 268 entries. Home now cycles SOUND → VFX → PROJECTILE → BLAST
  • Blast radius is configurable

1.2.0

  • Sound previews now show the clip length, the number you need for a Delay in XML

1.1.0

  • Added projectile browsing — SL_ShootProjectile.ProjectilePrefabs, 185 entries. Home now cycles SOUND → VFX → PROJECTILE
  • Changed default keybindings due to some debug binding overlap

1.0.0

  • Initial release — sounds and VFX
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