11,556 Commits over 3,591 Days - 0.13cph!
- 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
- Money Bags enemy ability
- MissionBuilder now picks a random room for any mission objects that need to be spawned, to make sure they're spread out through the level
- WIP enemy roaming (disabled)
- Moved a bunch of stuff from RoomSpawner to Room
- Room now contains a list of all the spawn location components, and they're no longer destroyed at level gen
- Added a LevelComponent which gets added at runtime and builds lists of all room obejcts and Room components
- Fixed editor time NRE with enemy abilities
- Boomerang now hits a maximum of 3 targets (upgradeable later?)
- Boomerang now ignores invulnerable targets
- Renamed BuildMission to MissionBuilder and all calls to it
- more code purge / cleanup
- Enemies no longer drop the old, unused items
- Enemies with healing ability no longer target themselves
- Boomerang glitch fix
- Added function to EnemyAbilityManager to return the names of all chosen abilities
- Mission generation screen now shows the names of the randomly chosen enemy abilities for the mission
- Increased chance of enemies having special abilitites from 10 -> 20 percent
- Upto 3 random enemy abilities are now picked per mission (there's only 2 ingame at the moment though!)
- Fixed bug with enemies not healing properly
- BaseEntities now have an Invulnerable flag
- Changed the way enemy shield ability works, it now applies Invulnerable flag instead of using a collision blocker as the shield
- Removed debug forced mission in Factory1
- Added AggroUtils static class
- When an enemy is near to/shot by the player, anything in a radius is auto aggrod. (800 range atm)
- Boomerang now flies in the aiming direction, and bounces between anything in-range, checking the dot product of first enemy hit to make sure aiming still matters (it won't fly off in the opposite direction of aiming, even if there's something closer there)
- Renamed BuzzSaw script and Buzz Saw now uses only active entitites as targets, and gets the list once at launch