11,277 Commits over 3,500 Days - 0.13cph!
- Branched for more aiming/control work
- Split gamepad/kbmouse Poll functions to seperate classes
- PlayerShip now adds correct control component at startup based on chosen input type
- Changed the way mouse aiming is handled, now more accurate, less shit.
- Bit of PlayerShip code purge
- Fixed aiming laser bug, moved the code from coroutines to update
- Yeseterday's changes from p1
- Level exit portal now has keyboard prompts and can be used with Space
- Creeper enemy basic test
- Fixed bug with player weapons not correctly reload ticking when fire isn't held
- Feedback reporter now prefixes reports with the current contol method
- Ability bar button text now displays the correct input button/press text, depending on current input type.
- Feedback tool buttons now work with mouse, added prompt toggles.
- Added UI input prompt toggles to all town button/interactions
- Added UI script that will toggle specified UI elements based on current input method (mk/gamepad)
- Added it to Title screen button prompts
- Alcohol pump mission now set to show objective arrows after they've been discovered once
- Aclohol pump mission placeholder text and disabled location arrows
- Setup alcohol pump placeholder as a BaseEntity and mission object
- Alcohol pump mission now works
- Removed alcohol cloud from pump prefab so it doesn't dissapear when you destroy the pump :)
- Added a linear asteroid dungeon archetype
- Rebuilt asteroid tileset prefabs
- Fixed movement speed modifier that would make the player incorrectly increase in speed after all modifiers expired
- New mission SO
- Reduced level length of new mission flow
- Added a placeholder alcohol pump goal ropom to asteroid tileset
- Rebuilt asteroid tileset prefabs
- Added a new flow for pump mission
- Made a placeholder alcohol pump mission prefab
- Tidied up Tileset folders
- Added a placeholder start screen before titlescreen, for selecting control type (defaults to gamepad in editor)
- Lowered spawn budget in beer tap room
- Rebuilt factory prefabs
- Reworked ability input stuff to allow triggering from new multi controller input stuff
- Added new keyboard bindings to button set
- Game over screen now works with mouse/keyboard
- Mission select screen now interactable with mouse, can start missions.
- TownInteractable works with keyboard
- Cursor no longer hidden by default, need to toggle.
- Title screen buttons now work with mouse
- Defaulted back to gamepad controlls
Merged control branch to main
- More mouse/keyboard input controller work and changing other classes to use the new more input-generic functions
- Added basic keyboard movement and firing to MKController
- Branched and more control rework
- More controls refactoring
- Controls purge/cleanup before splitting out to input device classes
- Reduced length of AsteroidToFactory flow
- Started making level skins tileset based. WIP
- Minor space game update with a few bug fixes, movement change and ability nerfs
- Increased cooldown timers of some abilities
- Fixed the way Room creates it's bounding box
- Fixed some Health/MaxHealth enemy issues
- The amount of damage a BaseEntity can take in one hit/shot can now be capped to a % of total health
- Capped Timmy Turrets max single damage to 5%
- Death Row now does target entity MaxHealth as damage, instead of just destroying it (same outcome most of the time, but allows it to be capped properly on bosses etc)
- PLAYER MOVEMENT CHANGES: Increased deceleration speed (3->4.5), increased turn speed (15->100).
- BaseMovement now has a max speed random range. Set some default ranges for enemies.