Transformations
Power up. The transformation system is here. Real shader driven auras that hug your character's silhouette (body, hair, and equipment all included) and cast actual light on the world around you. Cast SSJ at night and watch the gold pour onto the dirt at your feet. Cast MUI in a cave and the silver blue hum lights the rocks. No more stickers slapped on a sprite.
Lights, actually
- Auras emit real light. A new dynamic lighting system attaches a Light2D per transformed character whose shape is the aura's shape. Embers cast pools of light, the outline ring casts a corona, the flame body throws a flickering wash. Step into a dark dungeon transformed and you light the room.
- Toggleable in Video settings. Two new options under Escape → Video: Shader Effects and Dynamic Lighting. Drop them independently on lower end machines. Default ON.
- Cave overlays now play nice with lights. The per scene tint used to overpaint everything. Now it routes through the same CanvasModulate path as the day / night cycle, so auras, orbs, and torches brighten through the dim.
Silhouette tracking
- Effects hug your character, not a circle around them. A hidden render target mirrors your body, paperdoll, and hair into a silhouette texture every frame. Switch hats mid transformation and the gold ring reshapes around the new outline.
Idle, finally
- Idle pose after 30 seconds of standing still. Equipment and hair stay on. Move, cast, take a hit and you snap back to normal.
Under the hood
- Per overlay color editor with live preview in the Content Editor.
bottom_clip_yknob to keep effects from drifting under the feet.- Transform status effects now use proper indefinite duration. No more auto clearing on buff sync.
- Adding a row in the Content Editor auto rebuilds body and paperdoll caches.