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I've also added to the "movement cost" display layer the ability to test and display paths, which will give you as a player an idea of what the default path between 2 points in your fortifications would be, helping you design and test your defenses.
Then i implemented particle emitters into my ingame asset editor, allowing me (and in the future hopefully potential moders) to easily design VFXs by combining various emitters, seeing the effects of tweaking its various controls in realtime.
Then i also implemented in my assets system and in my in-game editor the ability to call an asset inside another asset...
Buildings destruction are back ingame, with fire followed by collapse and rubble.






Had fun in the asset editor creating this small scene, completely useless!




I hope it will be worth the work it requires, making it much easier for new players to understand the game's complex mechanics without requiring outside help, which has always been a big factor putting people off from Ymir.
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