Making the Glimmerstalker Stop Stalking
After getting the bulk of the Glimmerstalker behavior done yesterday, the last piece that I could think of was having the Glimmerstalker go back to the Harassing state if the target they were stalking stayed in the light/RepelZone for a set amount of time. It wouldn't make any sense if the Glimmerstalker's target was a Crew member that panicked and was rescued. Once the Crew got back to the caravan, they would always be in the light...it would be silly if the Glimmerstalker forever after still tried to get just that Crew member.
So, we needed a way to tell when the Glimmerstalker's target had been in a Repel Zone for some amount of time and if they had been, for the Glimmerstalker to go back to general Harassing. We already had a RepelZoneDetector on the Crew and the Player that the Glimmerstalker was (indirectly) using to determine if the character was stalkable. This was pretty easy to adjust to also track how long the detector had been inside any repelling zone.
In the gif below, you can see the Glimmerstalker state change at the top of the debug panel when the Player is outside the light for too long, then it switching back to Harassing when the Player goes back into the light for a couple of seconds.

Code Cleanup
There was quite a bit of cleanup of leftover code from reworking several of the systems. Luckily, most of it showed up in Visual Studio as unreferenced variables! In addition to removing unused code, I also added in some other things, like showing the Stalked icon on the Crew when appropriate. There is still a lot that needs to be added as far as effects, animations, and such but I tried to wire up what we already have.
Big Merge...Again...
Because this branch was way more involved than I had anticipated it lived longer than I wanted. This allowed Andrew and Terra to get quite a few items put into the game. This meant quite a bit of careful merging. It mostly went well...at least the second attempt. I need to get better at identifying what pieces need to be in place when merging the Unity scenes. I thought I had it down but apparently not. I eventually got it. Long term, we'll need to figure out rules to help avoid conflicts in the first place, like not working on the same GameObjects/scenes. Oh well, for the game jam it is fine.