239,359 Commits over 3,837 Days - 2.60cph!

9 Years Ago
Cleaning up
9 Years Ago
Cleaning up
9 Years Ago
NativeCore xlink
9 Years Ago
Moving tests folder
9 Years Ago
Update README.md
9 Years Ago
switched the test bootstrap scene to be the main one now.
9 Years Ago
Removed old bootstrap stuff. Project settings stuff and old scenes.
9 Years Ago
Network Level loading / bootstrap. Created EditorSettings MenuItems
9 Years Ago
- Bosses are now only generated on the 3rd mission of an area, so there'll be a boss fight after every 2 normal missions, through all the areas. - Added BOSS text to mission generation screen to show the third mission will be a boss fight
9 Years Ago
- 3rd and 5th missions of an area are now boss fights, rest are normal
9 Years Ago
- Reorganised mission scriptable object folder to split normal missions from boss missions. (still under seperate Area folders)
9 Years Ago
- Rebuilt prefabs - Increased speed of spikey thing - Added an OnDestroyEntityAnimation which can be used to trigger entity state changes/animations on a list of entities when the obejct gets destroyed - Changed beertap room fight so wall turrets spawn after each tap is destroyed
9 Years Ago
- Object pooler just always returns a new object for now
9 Years Ago
- Updated prefabs - Halved the health of beer taps
9 Years Ago
- Turnspeed 20->15
9 Years Ago
FOR FUCK SAKE WIP boss room !A factory asset FOR FUCK SAKE turret gloss FOR FUCK SAKE turret prefab
9 Years Ago
Switched off debug replay mode
9 Years Ago
Added death anim to lionEL controller
9 Years Ago
9 Years Ago
- Increased player turn speed from 10 to 20
9 Years Ago
water splash update
9 Years Ago
surface water effect WIP
9 Years Ago
Added working tint const color to Particles/Refraction Added Particles/Tint Refraction that extends Particles/Refraction with per-texel RGB tint
9 Years Ago
Asset save
9 Years Ago
FindItem bug fixes, Unit item handling improvements (make sure we update carried items list when item is destroyed)
9 Years Ago
Added dependencies
9 Years Ago
CraftableParameters.GetAllRequiredItemIds respects item requirement counts
9 Years Ago
break the chain if we dont find the right number of items in FindItem
9 Years Ago
FindItem should now fetch items it finds correctly...
9 Years Ago
Made FindItem super super super generic. Nuked a load of old item related actions Added ActionChainCraft.CraftingData class
9 Years Ago
- moved time slow shield to left trigger while it's temp forced unlocked
9 Years Ago
- Added a help panel when returning to town for the first time after a mission, pointing out shop and next mission
9 Years Ago
ItemManager cleanup
9 Years Ago
- Shope tweaks
9 Years Ago
Merged from main
9 Years Ago
Handing bootstrapping in different build modes.
9 Years Ago
- beertap wall turrets share a single, room filling spawner. Broke the prefabs on them so that the prefabs keep their own regular spawner.
9 Years Ago
- Added gates to beer tap room - RoomSpawner now knows when a room has been cleared of it's spawned enemies - Added RoomLockin script that shuts any doors in a room until the room is cleared - Deleted my old placeholder gate - Beertap rooms and RoomA are now lockin rooms (100% chance for now)
9 Years Ago
Set script execution orders for all bootstrap objects.
9 Years Ago
Don't log DSE debug unless Application.isEditor
9 Years Ago
FindItemGeneric will check carried items when finding using an ItemType
9 Years Ago
Crafting things, all the things
9 Years Ago
Rocket effects WIP
9 Years Ago
Added volleys for LionEL
9 Years Ago
Added MusicBox
9 Years Ago
Reverted back to passing NullIntention for CraftItem when called in FindItemGeneric
9 Years Ago
misc
9 Years Ago
Unit.Goto if FindItemGeneric is picking up an existing item
9 Years Ago
- Pipe gate animation controller state exit times disabled
9 Years Ago
Assign required_item_id in FindItemGeneric before scoring craftablity (when not looking for a tool)