userAdam Wcancel

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

9 Years Ago
- EntityAnimation can now set all it's BaseEntities to not active on start
9 Years Ago
- More Active entity reworking
9 Years Ago
- Branched for boomerang work and WIP related stuff: - Projectiles can now be set to have no expiray time - Projectiles can now send a hit message to scripts on an object, with the associated BaseEntity when they hit something - Boomerang now tracks things it's already hit - Boomerang seeks out targets
9 Years Ago
- Set turret colliders to trigger - Rebuilt prefabs
9 Years Ago
- Missions now have a DepthBudgetMultiplier, which can be used to modify the spawn budget of a room the deeper into the level it is. (so levels now get harder the further you get)
9 Years Ago
- Placeholder collect item update
9 Years Ago
- Removed some shit from town scene
9 Years Ago
- LevelBuilder now waits until the next frame, after receiving level generation success event, before setting up the mission to work around the DunGen beta issue
9 Years Ago
- Can no longer damage off-screen stuff
9 Years Ago
- Can now specify a range that mission objects will start to be tracked by the on screen arrows. Once "discovered" an item will always be tracked, regardless of distance. - Collect mission now hides arrows until items are nearby
9 Years Ago
- Lowered the minimum amount of cash enemies/crates can drop to increase the variety
9 Years Ago
- Massively increased the range of coin suck-in - Added a very small random delay before suck-in activates so you can see coins before they're sucked in now the range is bigger
9 Years Ago
- Placeholder collect item made a bit more obvious with rotation and can now be collected
9 Years Ago
- LevelBuilder now calls initialise on each room's Room script, which then handles it's own initialisation of spawners etc
9 Years Ago
- Added Room script to all Factory rooms - Updated prefabs/scene
9 Years Ago
- Mission definitions can now set if their mission object locations use the screen-edge arrow navigation stuff or not - BuildMission now spawns any mission specific objects across the level if required - Mission system now works with collect missions - Added a whitebox collect mission prefab
9 Years Ago
- back to normal
9 Years Ago
- More spawning changes - more collect mission work
9 Years Ago
- missed a bit
9 Years Ago
debris test
9 Years Ago
- Setup menu items for creating Collect missions - Added collect mission scriptable object types - Moved some spawn location stuff to SpawnLocations static class and added functions to find spawn locations per-room and per-level - Started getting collection missions working
9 Years Ago
- Doubled max level generation attempts to 40
9 Years Ago
- Slightly changed the mission generation screen to show mission title and mission text - Setup mission scriptable objects with Buck's text for booze tap and boss missions
9 Years Ago
- Logging the chosen seed again
9 Years Ago
- Updated to DunGen beta 2.7 - LevelBuilder now uses the new LengthMultiplier value of DunGen instead of modifying the length values myself
9 Years Ago
- Removed access to some old screens/features
9 Years Ago
- Bit of cleanup
9 Years Ago
- Reduced the cooldown timer of the first use of Booze Burner's flamethrower
9 Years Ago
- Patcher glue now has a 15 degree random angle offset
9 Years Ago
- Reworked radius blast stuff - Enemy_Bomb now does area damage on detonate - Projectiles can now have a random direction offset range - Removed old blast stuff
9 Years Ago
- Added placeholder bomb projectile
9 Years Ago
- Projectiles can now decelerate - Removed unused Patcher Glue prefab
9 Years Ago
9 Years Ago
9 Years Ago
- Slight refactor of projectiles
9 Years Ago
- Graphics options - Graphics default to medium
9 Years Ago
- Less Fantastic quality profile
9 Years Ago
- Quit button highlights to red
9 Years Ago
- Merged graphics options and escape/options menu UI to main
9 Years Ago
-Done
9 Years Ago
- more
9 Years Ago
- Options progress
9 Years Ago
- ControllerNavigation now sends action1/action 2 button presses - UIScreenBase now handles interacting with it's screen UI elements
9 Years Ago
- New UI code for base screen and interactable elements now work with new ControllerNavigation component - More WIP options screen UI
9 Years Ago
- Added ControllerNavigation component for gamepad up/down/left/right with repeat time/delay etc as I've pasted the same code about 100 times now
9 Years Ago
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9 Years Ago
- Shader/image effects level is now saved and automatically applied to all cameras/scenes
9 Years Ago
- Moved vignette/analogue tv from high to medium
9 Years Ago
- Shader/image effect quality settings - Tons of meta files ?
9 Years Ago
- Excluded some cheat stuff from build