11,424 Commits over 3,561 Days - 0.13cph!
- Added SECTR Complete from asset store, ready to try integration with DunGen
- Room minimap geometry no longer casts or receives shadows
- Rebuilt prefabs to update hatch links to new laser turret
- 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
- At levelgen init, Level component now calculates the extents for the whole level, from all of it's rooms extents
- Disabled the outline effect on minimap which (I think) does nothing
- Reduced size of trigger collider in room J
- rebuilt prefabs
- Added feedback reporting in town to Space game
- Added a simple scale anim to feedback banner in town and changed the colour to be different to other town interactables
- 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
- More stuff needed for feedback tool
- Added steamworks library stuff
- If a mission is required to spawn multiple mission obejcts, one is always added to the final room.
- Added cocktail to Your Round mission.
- Fixed collision problem in room J (I think)
- Rebuilt prefabs
- Added booze asset pack
- Added bool to set light colours or not to LevelSkin and a safety check
- LevelSkin can now set the colour of all lights
- Fixed layer issue with spikeys stopping laser beams
- Fixed scale of laser beam turret
- Added a new room to Factory tileset
- Rebuilt prefabs
- 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
- More old prefab purging
- Merged save rework back to main. Seems ok?
- Branching for first half of Save system rework. Changed a lot of things as part of it. Probably broke some stuff
- Removed turret spawn script from FloorHatchA prefab and rebuilt prefabs to fix fuckup
- Fixed bug with missions that don't require level generation to not track mission correctly.
- More turret tidyup/purge/breaking
- 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
- Level building code work.
- Rebuilt all prefabs
- Testing runtime turret spawning
- Laser turret test
- Removed forced mission debug
- Added LevelSkin component (only materials for now) and some test mats
- Changed main PlayerShipCamera prefab X and Z offsets to -137.5
- Deleted old floor_triggered_turret prefab and replaced with Floor_Hatch_Triggered (minus a turret child)
- Removed all turrets from the Factory tileset and updated prefabs
- 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
- Player and enemy movement collision fix / improvement