userAdam Wcancel

11,274 Commits over 3,500 Days - 0.13cph!

9 Years Ago
- Sectr testing branch.
9 Years Ago
- Added SECTR Complete from asset store, ready to try integration with DunGen
9 Years Ago
- Room minimap geometry no longer casts or receives shadows
9 Years Ago
- Rebuilt prefabs to update hatch links to new laser turret
9 Years Ago
- Remade lost commit
9 Years Ago
- Changed the way minimap rendering works - Room now builds it's own minimap object at runtime, combining all it's collision/map data - Rebuilt prefabs
9 Years Ago
- Rename
9 Years Ago
- At levelgen init, Level component now calculates the extents for the whole level, from all of it's rooms extents
9 Years Ago
- Disabled the outline effect on minimap which (I think) does nothing
9 Years Ago
- Reduced size of trigger collider in room J - rebuilt prefabs
9 Years Ago
- Added feedback reporting in town to Space game
9 Years Ago
- Added a simple scale anim to feedback banner in town and changed the colour to be different to other town interactables
9 Years Ago
- Feedback form now always gives input field focus - Feeedback form now multiline - Stopped some old keybinds triggerering shit when typing certain letters in feedback tool
9 Years Ago
- bit more
9 Years Ago
- WIP feedback hut
9 Years Ago
- More stuff needed for feedback tool
9 Years Ago
- Added steamworks library stuff
9 Years Ago
- Blog build of shooter
9 Years Ago
- If a mission is required to spawn multiple mission obejcts, one is always added to the final room.
9 Years Ago
- Added cocktail to Your Round mission.
9 Years Ago
- Fixed collision problem in room J (I think) - Rebuilt prefabs - Added booze asset pack
9 Years Ago
- Title scene change
9 Years Ago
- LevelSkin fix
9 Years Ago
- Added bool to set light colours or not to LevelSkin and a safety check
9 Years Ago
- LevelSkin can now set the colour of all lights
9 Years Ago
- Fixed layer issue with spikeys stopping laser beams
9 Years Ago
- Fixed scale of laser beam turret
9 Years Ago
- Added a new room to Factory tileset - Rebuilt prefabs
9 Years Ago
- Reworked floor spawning turret setup. All floor hatches now have a 20% chance to spawn a turret (currently single or quad) and we can easily change which turrets can be spawned. - Added prefabs for floor turrets - Rebuilt prefabs
9 Years Ago
- More prefab purge/tidy
9 Years Ago
- More old prefab purging
9 Years Ago
- Merged save rework back to main. Seems ok?
9 Years Ago
- Branching for first half of Save system rework. Changed a lot of things as part of it. Probably broke some stuff
9 Years Ago
- Removed turret spawn script from FloorHatchA prefab and rebuilt prefabs to fix fuckup
9 Years Ago
- Fixed bug with missions that don't require level generation to not track mission correctly.
9 Years Ago
- Rebuilt prefabs
9 Years Ago
- More turret tidyup/purge/breaking
9 Years Ago
- Phase1 of turret cleanup/rework: - Made the three types of turrets in TT boss fight their own prefabs so they never get fucked - Fixed some stuff in TT boss fight - TT mission is fucked and can't debug it
9 Years Ago
- Level building code work. - Rebuilt all prefabs - Testing runtime turret spawning - Laser turret test
9 Years Ago
- Rework
9 Years Ago
- Tidy up
9 Years Ago
- Scrip ref fix
9 Years Ago
- Removed forced mission debug
9 Years Ago
- Added LevelSkin component (only materials for now) and some test mats
9 Years Ago
- Changed main PlayerShipCamera prefab X and Z offsets to -137.5
9 Years Ago
Merged back to main
9 Years Ago
- Deleted old floor_triggered_turret prefab and replaced with Floor_Hatch_Triggered (minus a turret child)
9 Years Ago
- Removed all turrets from the Factory tileset and updated prefabs
9 Years Ago
- TT_Laser can now specify how many times to warning flash before activating laser - Made a laser script that raycasts to position and scale laser beams according to surroundings - Made a quad laser turret and test scene
9 Years Ago
- Player and enemy movement collision fix / improvement