Chapter 2 Beta Patch - v0.2.7

This is a small bugfix patch for the Chapter 2 beta. If you're interested in playtesting it for us, please [url=https://discord.com/invite/QrDNXr9]join our discord[/url] and we'll get you set up with it! Here are the fixes: [list] [*] [b]Floppies can no longer get stuck on the screen.[/b] This would happen if you shot a floppy statue and then quickly exited the room; the room you just left would be destroyed, taking the statue's script with it, and that's the script that controlled the floppy! To fix this, the coroutine has been attached to another gameobject that sticks around, instead of the statue. [*][b]Fix missile pathfinding in the final puzzle.[/b] I don't have a good excuse here; the pathfinding nodes (we use A*) were just not set up correctly. This was mostly due to the rapid iterating of that room I did when putting it together. [*][b]Missiles can no longer be shot at a moving block.[/b] Our system currently doesn't handle moving pathfinding nodes, because it doesn't need to in 99% of cases. A moving block was outside of that 99%. So rather than implement any entire moving-node system, you just can't shoot missiles at moving blocks anymore. [*][b]Blocks now move the player out of the way if they are standing in its path.[/b] This was already the case for the majority of blocks, but some of them used older prefabs that I missed when I implemented the push-player-out-of-the-way logic. [/list]