Some mods may be broken due to the recent Alloyed Collective update.
HedgehogUtils
Adds Chaos Emeralds, super forms, and other mechanics for other mods to use.
CHANGELOG
Changelog
v1.1.4
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(+ Buff) Launched enemies now apply the same enemy-specific on-hit effects as enemies thrown by Drifter
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(Assets) Small improvements to Super form related VFX, mainly the rainbow effects
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(Assets) Added a post processing effect to super forms. This subtly tints the screen yellow when you're near someone in their super form. Don't worry, it's far from as strong as Magma Worm's screen yellowing. There is a config to turn this effect off
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(Bug Fix) Fixed for Alloyed Collective. Forms should work with temporary items now too, but I haven't tested it.
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(Bug Fix) Fixed the "Announce Super Transform" text not being formatted correctly. How long has this not been working?
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(Bug Fix) Fixed an issue where having your utility skill changed to an invalid skill (such as False Son's skill disabling) while Boost Idling would softlock
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(Compatibility) I notice those Chaos Emeralds aren't bolted to the ground...
(Internal) Spoiler for the compatibility part of this update
- Added a new ChaosSnapManager object for handling Chaos/Shadow style teleporting. Will put something in the wiki about how to use this.. eventually
- There is a new Miscellaneous.DamageType class with a new chaosSnapRandom DamageType for handling the Chaos Emeralds' random teleporting effect
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(Internal) Added Helper method RemoveTempOrPermanentItem which attempts to remove temporary items first, then permanent items
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(Internal) All OnHooks have been moved into one file instead of being split up per feature in the mod. This prevents OnHooking the same method multiple times in multiple different places
Known Issues
- Clients in multiplayer may be able to "damage" corpses (I'm assuming only corpses killed by launching attacks)
- Launch projectiles' values aren't properly networked and don't update after the projectile is spawned. Things like the unique vfx of a crit launch projectile won't update to clients if the values are updated during the launch, such as if you launch a launch projectile
- Some enemies become invisible in their death animations after being killed by a launch
v1.1.3
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(Internal) Potentially breaks custom Boost skills. Added missing Time.fixedDeltaTime to boost meter FixedUpdate stuff. The default values for BoostLogic.baseBoostRegen and the Boost entity state's boostMeterDrain are now 60x what they previously were
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(Internal) Instead of adding/removing Boost skill stocks when the meter comes-back/runs-out, now it checks for whether boost is available within the BoostSkillDef's IsReady()
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(Bug Fix) Fixed subtle miscoloring in some keywords (Added missing </style> to the launch keyword)
v1.1.2
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(+ Buff) Sliiiiightly reduced the speed the boost meter drains so 2 Alien Heads is enough to reach infinite boost
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(Bug Fix) Fixed boost not properly updating meter recharge stats when on characters other than Sonic
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(Internal) Added a new DamageType that can be added alongside a Launching DamageType to easily ignore Launch's usual auto-aim
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(Internal) Added a new overload for LaunchManager.Launch that lets you more easily create a launch that uses most of the default values
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(Internal) Added a new overload to the new overload of Helpers.Flying() that doesn't out an ICharacterFlightParameterProvider
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(Internal) Added a new method to Helpers.cs that cancels the slow downwards floating that Milky Chrysalis does after its duration has run out
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(Internal) Set BoostIdle and Brake's interrupt priority to PrioritySkill for consistency with Boost. They're both body skill states that don't read inputs, so I'm not even sure if this does anything
v1.1.1
- (Bug Fix) Fixed issue causing Gilded elites to be miscolored
v1.1.0
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(Assets) Redone the design for the Chaos Emeralds. The emeralds have a new model, texture, shader, item icons, and artifact icons. The new Chaos Emerald model and shader look much better than the old one
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(Internal) Moved the material for the Chaos Emerald interactable's ring into the Assets file so it can be reused easily
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(Internal) Cleaned up slightly redundant InstantiateEntityState related code in BoostSkillDef
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(Internal) Added a new overload for BoostSkillDef's DetermineNextBoostState method that lets you use a unique EntityState for air boosting
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(Internal) Added an easy reference to the language tokens for the launch keyword and the momentum passive in Language.cs
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(Internal) Added a Helpers.cs method that colors text to be the Super form color for Super skill overrides
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(Internal) Added an overload to the Helpers.cs Flying method that outs an ICharacterFlightParameterProvider so you don't have to do GetComponent yourself
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(Internal) LaunchManager's AngleAwayFromGround and AngleTowardsEnemies now returns a Vector of the same magnitude as the one it was given
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(Internal) Added missing NetworkServer.active checks to ensure that Launches are only run on host
v1.0.1
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(Bug Fix) Blacklisted Sandswept's Delta Construct from being launched to prevent framerate killing error spam on death
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(Internal) The check for whether an enemy is unable to be launched has been moved into its own static method
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(Internal) The check for whether a damagetype launch attack is able to launch a given enemy has been moved into its own static method
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(Internal) Added a new CanBeOverridden method to FormStateBase that determines whether the form can be cancelled by trying to transform into a different form
v1.0.0
- Initial Release