userAdam Wcancel

11,556 Commits over 3,591 Days - 0.13cph!

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
9 Years Ago
- Money Bags enemy ability
9 Years Ago
- 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
9 Years Ago
- WIP enemy roaming (disabled)
9 Years Ago
- 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
9 Years Ago
- 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
9 Years Ago
- Boomerang now hits a maximum of 3 targets (upgradeable later?) - Boomerang now ignores invulnerable targets - Renamed BuildMission to MissionBuilder and all calls to it
9 Years Ago
- more code purge / cleanup
9 Years Ago
- Enemies no longer drop the old, unused items - Enemies with healing ability no longer target themselves - Boomerang glitch fix
9 Years Ago
- 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
9 Years Ago
- Removed debug text
9 Years Ago
- 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
9 Years Ago
- Removed debug forced mission in Factory1
9 Years Ago
- Added AggroUtils static class - When an enemy is near to/shot by the player, anything in a radius is auto aggrod. (800 range atm)
9 Years Ago
- Code clean
9 Years Ago
- 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)
9 Years Ago
- Boomerang progress
9 Years Ago
- Merged back to main
9 Years Ago
- Renamed BuzzSaw script and Buzz Saw now uses only active entitites as targets, and gets the list once at launch