userAdam Wcancel
branchspaceshooter/maincancel

1,377 Commits over 578 Days - 0.10cph!

10 Years Ago
- Room code cleanup
10 Years Ago
- Tileset lights are now enabled/disabled as you move through rooms
10 Years Ago
- Room now has a reference to it's tileset's light prefab and also the instance of it - LevelBuilder now builds a dictionary of needed and spawned tileset lights and assigns Rooms their light instances
10 Years Ago
- Added some flows + archetypes for asteroids and factoryasteroids
10 Years Ago
- Space Chunks
10 Years Ago
- Starting weapon hack fix for town weapon positions
10 Years Ago
- Removed the what's new welcome screen in town.
10 Years Ago
- Reduced branched factory length to 6 from 7
10 Years Ago
- DunGen flows are now selected by the mission scriptable object definition - Reorganized flow/archetypes folders
10 Years Ago
- LevelBuilder now spawns lights from any used tileset in the level. One unique light per tileset. Lights spawn disabled for now.
10 Years Ago
- Asteroid tileset rebuild
10 Years Ago
- Prefab building tool now processes any lights with PrefabLink first, taking the last light as the light prefab to use for the whole tileset (should only be one directional light with a PrefabLink script in a tileset). It then updates the rest of the prefab links in the tile set scene and sets any Room prefabs with a link to the prefab for the light used. - Rebuilt Factory prefabs - Rebuilt Asteroid prefabs
10 Years Ago
- Added the light from the asteroid test scene to the asteroid tileset scene and made it a prefab link
10 Years Ago
- Added RoomType enum to Room - Set factory rooms to Indoor and Asteroid room to Outdoor - Rebuilt tileset prefabs
10 Years Ago
- Added RoomSpawner script to ice room and added a single spawn point so level building doesn't fail for testing
10 Years Ago
- Temp fix for cam background
10 Years Ago
- Entity wander now wanders more frequently :)
10 Years Ago
- EntityWander now rejects any target positions that aren't in it's Entity's parent room
10 Years Ago
- Fixed a height bug with EntityWander
10 Years Ago
- Basic enemy roaming when not aware of player
10 Years Ago
- Majorly reworked more movement stuff. Completely removed BaseEnemyMovement component. BaseMovement is now purely resposinble for providing movement and collision functionality, driven by new AI components or player controls. - Removed BaseEnemyMovement script from all enemies, now just has BaseMovement - Added the new basic enemy AI component to all enemies and transferred behaviour settings that used to exist in BaseEnemyMovement
10 Years Ago
- More
10 Years Ago
- More de-shitting
10 Years Ago
- Changes to Move() and calls
10 Years Ago
- More movement cleanup. Removed EntitySeperator entirely
10 Years Ago
- Moved movement speed modifier tracking/applying to a new component, MovementSpeedModifiers that gets added only if a speed modifier is applied for the first time.
10 Years Ago
- Removed ReducedBackwardsSpeed and MoveForwards
10 Years Ago
- Started refactoring movement related code. Also removed DebugStickToFloor - don't think it's used?
10 Years Ago
- Fixed bug causing enemies to not do melee damage correctly - Fixed bug with BaseEntity not updating distance to player when not aware of player.
10 Years Ago
- Renamed shield pickub prefab to Shield instead of Energy - Shield pickup range now doubled to 150
10 Years Ago
- Large map view is now zoomed out further to show more of the level
10 Years Ago
- Missile testing - Added missile prefab and missile blast prefab - Added missile turret and missile hatch turret - Added missile turrets to large rooms in Factory tileset - Rebuillt factory tileset prefabs
10 Years Ago
- renamed player prefab to just PlayerShip and removed some old related code
10 Years Ago
- Boss fight fix
10 Years Ago
- Played missions are now tracked, and the mission generator will try to pick a new one, until it needs to recycle old ones
10 Years Ago
- Defaults
10 Years Ago
- Camera changes: Camera will now only go higher when there's enemies around, not dip back down. When no enemies remain, 5 second timer before camera lowers to default position. Fixed a bug where the player's own position was included in entity position tracking list.
10 Years Ago
- Increased chance of shield drops across all enemies/turrets/barrels - Added missing lootdrop/loottable components to some turrets
10 Years Ago
- Sort order of loading screen
10 Years Ago
- Rotating turrets now have 50% chance to rotate in either direction
10 Years Ago
- EntityAnimation now broadcasts a message when it BaseEntity is activated or deactivated - Laserbeam turrets now flash when activating and don't hurt the player until they're fully armed
10 Years Ago
- Fixed Booze Burner flamethrower effect kicking off everytime a room is activated
10 Years Ago
- Added OnHealthEntityAnimation to toggle different entity animations based on varying health values of a BaseEntity - Reworked the Beertaps goal room. Turrets now spawn at 90 and 60% tap health and all taps share a combined health. - Rebuilt prefabs/tileset
10 Years Ago
- Set player ship min map marker back to blue, and larger.
10 Years Ago
- Fixed weapon anchor error
10 Years Ago
- Added a placeholder loading screen when starting a mission
10 Years Ago
- Playership now uses same minimap marker setup as everything else
10 Years Ago
- Model post processor now sets material name setting - 138 materials that got generated as a result
10 Years Ago
- Fixed the 1 pixel border on death screen
10 Years Ago
- Steam app id