11,277 Commits over 3,500 Days - 0.13cph!
- 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
- BaseEntity can now set if it has a mini map marker and colour
- Loot is no longer shown on the minimap
- 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)
- BaseEntities now have a ref to their minimap marker and markers are disabled by default (they don't get enabled at all....yet)
- Room culling/toggling optimizations and now correctly toggles rooms when going back
- Merged in 1st pass at room culling
- Quick room toggle test (commented out)
- Enemies and loot crates are now parented to their spawning room