11,556 Commits over 3,591 Days - 0.13cph!
- Added Bolts currency to gameplay UI
- Bolt trade screen now works
- Renamed some classes/files
- More work for bolt trades
- Added a simple placeholder Mission Reward scren that just shows rewarded bolts/wads when returning to town after a mission. You will need to trade them in at the vendor instead now.
- Can now press M when running in the editor to instantly complete the current mission and open portal to town
- Renamed mission defs to Wads/Bolts
- Renamed Cash to Wads and Tokens to Bolts in code
- Added loot token currency to PlayerData
- Missions now award loot tokens and cash on completion
- Stopped the reward screen coming up straight away in town, will need to visit someone in town to trade in tokens (soon)
- Mission definitins now control how much cash and how many loot tokens they're worth
- Reduced damage of Screw You
- Crappy placeholder sound effect for bolt
- Weapon definitions now specify the camera shake settings
- Increased camera shake for Screw You
- Added gamepad navigation for reward screen
- Placeholder weapons switch ability icon
- Made weapon switching an ability button (always unlocked) with a short cooldown
- Weapons now get dropped and become physics object when switching weapons
- Added new key/pad binds for weapon switching
- Weapon models now get updated for both arms when switching weapon slots
- Implemented weapon swapping (need to do the ability button/bind next)
- Changed the way weapon slots work, equipping the weapon from one slot equips that weapon in both arms
- Weapon definitions are now specific per arm
- Mission definitions can now be marked to not get selected at all
- Disabled the alcohol pump mission until it's more fun and outdoor is more filled in (outdoor only mission)
- Weapon scriptable object definitions now control which splash damage prefab is used and it's radius and min/max damage
- Reward screen item panels now show weapon stats
- More reward screen work
- More reward screen work
- Reward UI now pops up in town after completing a mission and disappears when you accept a reward
- Mission reward screen now rewards 500 cash plus another 500 if the cash reward is chosen (placeholder amounts)
- More reward screen work. Ability info + comparissons.
- Molotov cocktail set to ignore raycast layer
- Fixed gamepad bug with firedirection after moving
- Cocktail Launcher now does zero impact damage, but has an increased splash damage rang, and upped splashed damage to 1-2
- RadiusBlast now takes a damage range isntead of single value
- Reduced the rate of fire of cocktail launcher
- Removed the cocktail launcher test weapon from town
- Changed model used by cocktail launcher
- Added a molotov cocktail launcher weapon (placeholder art/sounds)
- Equipment now loads starter items (starter blasters) if required (new save)
- Removed the hacky starter weapon items from town as they're auto equipped now
- Equipment can now return a random, unusued item
- Mission reward screen now shows a random item each time and it can be selected and then auto equipped
- Reward screen now picks and displays a random unused ability (with it's icon). It can it be selected, and is then auto equipped
- AbilityList now straight up swaps skills based on category when equipping
- Ability bar UI now only has the required amount of skill slots
- Finally removed the experience bar that hasn't been used for months from the gameplay UI
- Abilties are no longer randomly equipped per level (that was placeholder behaviour) and re-enabled save/load based on loadout
- Added GetRandomUnusedAbility() to AbilityList
- ObjectiveManager now has a flag set when a reward is waiting in town
- WIP placeholder mission reward UI screen
- Loose Cannon placeholder effect scale in tweak
- Fix for item models not loading correctly when entering a level
- Assigned weapon models to the current weapon defnitions
- Loose cannon now has 1-2 damage range
- Added a new weapon, Loose Cannon. Assault blaster weapon with burst spread fire.
- Weapon definitions now has access to launcher offset values
- Merged all the item/equipment changes back to main
- Can now set an effect prefab per weapon definition to be used as a muzzle/firing flash
- Weapon definitions now have link to projectile prefab and launchers initialised from a weapon use it instead of projectile name.
- Equipment now uses scriptable objects
- Reworked equipment loading/saving and simplified everything
- Deleted all the old character UI code + files
- More item work