11,556 Commits over 3,591 Days - 0.13cph!
- WIP refactoring of Equipment handling
- Ripped out loads more now unused stuff
- Launchers can now be set to be manually ticked
- Launchers are now set to manual tick when they're init'd from a WeaponSO
- Branching for WIP weapon/item improvements
- Added initial scriptable object classes for Items and Weapons
- Factory1 set to randomise seed again
- Scaled playership size from 1 to 1.3
- Camera zoom is capped to -250 for M/K
- New camera shake implementation
- Added camera shake to player weapon firing
- Replaced old shakes with new shakes everywhere else
- Camera lerpspeed is now 10 (same) for gamepad and increased to 50 for M/K
- Added a deadzone to outter circle of screen for camera extending with M/K
- Player deceleration tweak (4.5->6)
- Camera work for M/K mode
- Refactored camera code to make it easier to change behaviour based on input method
- Even more UI elements now use the auto toggle UI prompt functionality
- Changed Space Bar prompt text to Space Bar instead of just Space so thickos don't get confused by being in space and pressing a space bar
- Control select screen rewording
- Controls help panel in Town now reflects the current control scheme
- Shop can be exited with M/K
- Mouse cursor is now set as soon as M/K input is chosen at splash screen
- Options screen now works with mouse and has correct prompts based on input type
- Escape can now close the options menu (instead of just opening) in either control config
- Removed more debug forcing before meging back
- Uncommented some code from testing
- Added a crosshair curstor to M/K mode
- Disabled light cookie for aiming laser in M/K
- Disabled aiming laser in M/K
- More M/K tweaks
- Aiming laser now ends at cursor position and passes through everything when in M/K input mode
- Input controllers now set the global control type in their init
- Branched for more aiming/control work
- Split gamepad/kbmouse Poll functions to seperate classes
- PlayerShip now adds correct control component at startup based on chosen input type
- Changed the way mouse aiming is handled, now more accurate, less shit.
- Bit of PlayerShip code purge
- Fixed aiming laser bug, moved the code from coroutines to update
- Yeseterday's changes from p1
- Level exit portal now has keyboard prompts and can be used with Space
- Creeper enemy basic test
- Fixed bug with player weapons not correctly reload ticking when fire isn't held
- Feedback reporter now prefixes reports with the current contol method
- Ability bar button text now displays the correct input button/press text, depending on current input type.
- Feedback tool buttons now work with mouse, added prompt toggles.
- Added UI input prompt toggles to all town button/interactions
- Added UI script that will toggle specified UI elements based on current input method (mk/gamepad)
- Added it to Title screen button prompts
- Alcohol pump mission now set to show objective arrows after they've been discovered once
- Aclohol pump mission placeholder text and disabled location arrows
- Setup alcohol pump placeholder as a BaseEntity and mission object
- Alcohol pump mission now works
- Removed alcohol cloud from pump prefab so it doesn't dissapear when you destroy the pump :)
- Added a linear asteroid dungeon archetype
- Rebuilt asteroid tileset prefabs
- Fixed movement speed modifier that would make the player incorrectly increase in speed after all modifiers expired
- New mission SO
- Reduced level length of new mission flow
- Added a placeholder alcohol pump goal ropom to asteroid tileset
- Rebuilt asteroid tileset prefabs
- Added a new flow for pump mission
- Made a placeholder alcohol pump mission prefab
- Tidied up Tileset folders
- Added a placeholder start screen before titlescreen, for selecting control type (defaults to gamepad in editor)
- Lowered spawn budget in beer tap room
- Rebuilt factory prefabs