1,632 Commits over 578 Days - 0.12cph!
- Removed the what's new welcome screen in town.
- Reduced branched factory length to 6 from 7
- DunGen flows are now selected by the mission scriptable object definition
- Reorganized flow/archetypes folders
- LevelBuilder now spawns lights from any used tileset in the level. One unique light per tileset. Lights spawn disabled for now.
- Asteroid tileset rebuild
- 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
- Added the light from the asteroid test scene to the asteroid tileset scene and made it a prefab link
- Added RoomType enum to Room
- Set factory rooms to Indoor and Asteroid room to Outdoor
- Rebuilt tileset prefabs
- Added RoomSpawner script to ice room and added a single spawn point so level building doesn't fail for testing
- Temp fix for cam background
- Entity wander now wanders more frequently :)
- EntityWander now rejects any target positions that aren't in it's Entity's parent room
- Fixed a height bug with EntityWander
- Basic enemy roaming when not aware of player
- 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
- Changes to Move() and calls
- More movement cleanup. Removed EntitySeperator entirely
- 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.
- Removed ReducedBackwardsSpeed and MoveForwards
- Started refactoring movement related code. Also removed DebugStickToFloor - don't think it's used?
- Fixed bug causing enemies to not do melee damage correctly
- Fixed bug with BaseEntity not updating distance to player when not aware of player.
- Renamed shield pickub prefab to Shield instead of Energy
- Shield pickup range now doubled to 150
- Large map view is now zoomed out further to show more of the level
- 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
- renamed player prefab to just PlayerShip and removed some old related code
- Played missions are now tracked, and the mission generator will try to pick a new one, until it needs to recycle old ones
- 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.
- Increased chance of shield drops across all enemies/turrets/barrels
- Added missing lootdrop/loottable components to some turrets
- Sort order of loading screen
- Rotating turrets now have 50% chance to rotate in either direction
- 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
- Fixed Booze Burner flamethrower effect kicking off everytime a room is activated
- 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
- Set player ship min map marker back to blue, and larger.
- Fixed weapon anchor error
- Added a placeholder loading screen when starting a mission
- Playership now uses same minimap marker setup as everything else
- Model post processor now sets material name setting
- 138 materials that got generated as a result
- Fixed the 1 pixel border on death screen
- Added BaseEntityCollider script that can be used to forward hit messages to the owning BaseEntity, so a single BaseEntity can have multiple hit colliders
- Both ends of the LaserLink can now receive damage
- Bouncers now show their own name instead of Booze Burner
- Fixed Money Bags enemy ability. It now sets the entities loot table to have 100% chance to drop cash (and doubles the cash value)
- more laser link wip testing
- Enemies no longer show on minimap
- Player is now blue on minimap
- Collect mission objectives are now shown on minimap as larger yellow dots
- Increased size of enemy minimap markers
- The smaller minimap view is now zoomed out further so you don't have to check the full size map as often
- Mission objects now get added to their rooms RoomSpawner tracking