Files
Paradise/code/game/objects/effects/decals
FalseIncarnate 18a0ff541e Better solution
Repathed the point decal to the temp_visual effects path. This path has
built-in singularity resistance, and allows me to remove a spawn in
favor of a built-in QDEL_IN call

Also changed points from using the magic number 16 to POINT_LAYER for
their layer definition. This does technically drop the point by 4 layers
(POINT_LAYER is 12), placing them now below the light layer (shouldn't
affect anything) instead of just above it.
2018-05-30 21:55:26 -04:00
..
2018-04-28 20:26:04 -04:00
2018-04-15 16:25:56 -04:00
2018-04-15 16:25:56 -04:00
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2018-05-30 21:55:26 -04:00