userAdam Wcancel

11,277 Commits over 3,500 Days - 0.13cph!

9 Years Ago
- Temp fix for cam background
9 Years Ago
- Entity wander now wanders more frequently :)
9 Years Ago
- EntityWander now rejects any target positions that aren't in it's Entity's parent room
9 Years Ago
- Fixed a height bug with EntityWander
9 Years Ago
- Basic enemy roaming when not aware of player
9 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
9 Years Ago
- More
9 Years Ago
- More de-shitting
9 Years Ago
- Changes to Move() and calls
9 Years Ago
- More movement cleanup. Removed EntitySeperator entirely
9 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.
9 Years Ago
- Removed ReducedBackwardsSpeed and MoveForwards
9 Years Ago
- Started refactoring movement related code. Also removed DebugStickToFloor - don't think it's used?
9 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.
9 Years Ago
- Renamed shield pickub prefab to Shield instead of Energy - Shield pickup range now doubled to 150
9 Years Ago
- Large map view is now zoomed out further to show more of the level
9 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
9 Years Ago
- renamed player prefab to just PlayerShip and removed some old related code
9 Years Ago
- Boss fight fix
9 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
9 Years Ago
- Defaults
9 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.
9 Years Ago
- Increased chance of shield drops across all enemies/turrets/barrels - Added missing lootdrop/loottable components to some turrets
9 Years Ago
- Sort order of loading screen
9 Years Ago
- Rotating turrets now have 50% chance to rotate in either direction
9 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
9 Years Ago
- Fixed Booze Burner flamethrower effect kicking off everytime a room is activated
9 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
9 Years Ago
- Set player ship min map marker back to blue, and larger.
9 Years Ago
- Fixed weapon anchor error
9 Years Ago
- Added a placeholder loading screen when starting a mission
9 Years Ago
- Playership now uses same minimap marker setup as everything else
9 Years Ago
- Model post processor now sets material name setting - 138 materials that got generated as a result
9 Years Ago
- Fixed the 1 pixel border on death screen
9 Years Ago
- Steam app id
9 Years Ago
- 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
9 Years Ago
- Bouncers now show their own name instead of Booze Burner
9 Years Ago
- Fixed Money Bags enemy ability. It now sets the entities loot table to have 100% chance to drop cash (and doubles the cash value)
9 Years Ago
- more laser link wip testing
9 Years Ago
- Enemies no longer show on minimap
9 Years Ago
- 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
9 Years Ago
- BaseEntity can now set if it has a mini map marker and colour - Loot is no longer shown on the minimap
9 Years Ago
- Minimap markers are now only set visible the first time a player enters a room - RoomSpawner now has separate lists of enemies and non-enemy entities that it spawns (and a combined list)
9 Years Ago
- BaseEntities now have a ref to their minimap marker and markers are disabled by default (they don't get enabled at all....yet)
9 Years Ago
- Room culling/toggling optimizations and now correctly toggles rooms when going back
9 Years Ago
- Merged in 1st pass at room culling
9 Years Ago
- More
9 Years Ago
- WIP level culling
9 Years Ago
- Quick room toggle test (commented out)
9 Years Ago
- Enemies and loot crates are now parented to their spawning room