11,556 Commits over 3,591 Days - 0.13cph!
- WIP "good room to spawn a speed boost in" finder code
- Added current room name and level seed to F2 level stats menu
- Branched for gameobject tests
- Cappeds shield drop bonus chance to 20%
- A succesfull roll to drop a Shield now only has 20% chance to actually drop if the player is at full shields. Instead, it has an 80% chance to increase the bonus chance of a shield dropping next time. Basically, less chance of dropping a shield at full shields, bonus chance builds up so there's a higher chance of getting a shield drop when you actually need one. - Reduced all enemy shield drop basic chances from 5% to 2%
- Shields will no longer be collected if you're already at max shields
- BaseCollectable can now be overriden to decide if it should be collected and SuckIn script checks it
- Added new build to Spaceshooter folder
- Deleted old spaceshooter folder
- Weapons are now automatically made the active weapon when you buy them
- New saves default to having 1 nut to spend at the shop in town
- The mission reward screen in town now notifies you everytime you return to town with spare nuts
- Splash and title screens updated with BG and logo
- Scriptable object definitions for modular item model system. Definitions only. Doesn't do anything yet
- Added Room and RoomSpawner components to the current Ice Cave rooms
- Removed some junk from SpawnLocation
- Added Ice Cave enemy pack
- Started Ice Cube harvester gameplay code
- Rebuilt Ice Cave prefabs
- Stopped basic blaster projectiles going through everything!!!!
- Reduced camera shake on starting weapon
- Custom playmaker action test, animation state toggling
- Rooms can now have a chance to override the level's enemy pack with their own specific one
- Mortar launchers can now be set to target a specific location other than the player or themselves.
- More arena test work
- Ripped out more unusued scripts/ui/folders/everything
- Time arena test/rough wip
- Enemy ability picker can now be forced to pick a specific ability
- Fixed mortar spikey layer issue
- Warning ring mesh generated by DangerMarker set to not cast/receive shadows
- Missions are now passed the mission SO to their Init function
- Added new SO def type for time based missions
- TimeObjective now successfully completes on survival
- WIP new mission type: timer
- Sinewave movement tests
- Can now press space on mission select screen to roll/start
- MortartLauncher can now be set to to player or own position as target center. Added a minimum radius range so it can be set to avoid launching onto itself ;)
- Some BaseProjectile refactor, deleted some old scripts
- Changed more stuff from Bolts to Nuts
- Renamed bolts to nuts in code, changed UI
- Extended BaseLauncher to MortarLauncher and deleted test mortar launcher code
- MortarLauncher can now have a random radius around target position
- Marker tweaks
- Mortar can now attach/detach entities to it
- Fixed a bug with Entities taking damage when they're disabled
- Mortar launcher now controls height and speed of it's mortars
- More mortar/launchers testing
- DangerMarker can create a ring mesh of any radius and thickness, with any number of sides.
- Added marker prefab and material
- Updated appid
- WIP danger markers
- Bolts now drop in levels off enemies and crates (2% chance per lootdrop for now)
- FIxed bug where currency not displayed correctly with new save