* Pluh
* Pluh
* Update LExecutor.java
* fixed the null
* Update LExecutor.java
* I will point your null exception
* is it null or nah
* it is nah
* Update LExecutor.java
* Update LExecutor.java
* null zero
* Extract all updates and draws of core launch/land animations to CoreBlock/CoreBuild
* Re-add removed methods as deprecated
* Fixed tests failing
* anuke said no
* Extract launch effect
* Fix armor plate multiplier + change Math.round to Strings.autoFixed
* Missing ability name bundles
* Center ability name
* SuppressionFieldAbility stats
* Is two per row is acceptable?
I can revert this commit if not.
* LiquidExplodeAbility stat display
* MoveLightningAbility stat display
* Better SpawnDeathAbility display
* Fix multiplier coloring inconsistencies
Some had [lightgray] before %/x, some had it after
* Consistent content name display
Match with bullet status effects
* Consistent stat formatting
Convert from some being "stat: #" and some being "# stat" to all being "# stat"
* Re-order stats
* Optimize Imports
* Add ability descriptions
* Apparently I forgot LiquidRegenAbility
* Mention healing allies if displayHeal = true
* Update InputHandler.java
Make commandTap fire a Trigger.unitCommandPosition (in the event that it doesn't fire a Trigger.unitCommandAttack)
* Update EventType.java
Add "unitCommandPosition" to Trigger, for when selected units are commanded to move to a position (without that position being an attack).
* Weather sense
Honestly, doesn't seem game changing enough to warrant privileged restriction.
* Weather set
* Rename "snow" to "snowing"
Fix conflict with the snow floor block, though I don't know if this'll have negative repercussions on saves.
* Don't last forever
* Cleanup and bundle
* add space
* Shader getShaderFi check for mod files
* Just use tree.get()
It defaults to files.internal() if nothing is found. Actually, I think this also has the added benefit of allowing mods to override vanilla shaders by having a frag with an identical name.
* Improve ArmorPlateAbility draw
* Revert to tinting
Just make a white shine sprite. Or none-white if you want some interesting visuals with the colors.
* Fix not applying z when drawShine = false