V1.14.0
- Added InputRotatesSprite and VelocityRotatesSprite to Flip Behaviour on platformer controller. Rotating instead of scaling changes the actual objects direction, so it can affect other movement systems, for example.
- Movement components can now have conditions built in which take care of activating/deactivating that movement
- Added Dash action, which enable short bursts of movement, using variables or values
- Improved display of title on Change Value action
- Probes now uses OkapiValues (can use numbers, or variables, etc)
- Probes now support using colliders for probe - can only detect intersections between active objects!
- Added Change Collider action, which allows to set the trigger option of a collider
- Fixed issue with Platformer movement - only non-trigger colliders can set the ground property
- Probes can now be identified by tag
- Follow path can now happen in normalized space, instead of constant speed
- Change transform action now can be scaled with time, can multiply/divide and can affect scaling as well as position
- Fixed bug with enums on editor
- Added snippets demonstrating a fuzzy aim system, and a alternate world game mechanic
Full Changelog: V1.13.0...V1.14.0