11,556 Commits over 3,591 Days - 0.13cph!
- EntityAnimation can now set all it's BaseEntities to not active on start
- More Active entity reworking
- 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
- Set turret colliders to trigger
- Rebuilt prefabs
- 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)
- Placeholder collect item update
- Removed some shit from town scene
- 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
- Can no longer damage off-screen stuff
- 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
- Lowered the minimum amount of cash enemies/crates can drop to increase the variety
- 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
- Placeholder collect item made a bit more obvious with rotation and can now be collected
- LevelBuilder now calls initialise on each room's Room script, which then handles it's own initialisation of spawners etc
- Added Room script to all Factory rooms
- Updated prefabs/scene
- 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
- More spawning changes
- more collect mission work
- 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
- Doubled max level generation attempts to 40
- 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
- Logging the chosen seed again
- Updated to DunGen beta 2.7
- LevelBuilder now uses the new LengthMultiplier value of DunGen instead of modifying the length values myself
- Removed access to some old screens/features
- Reduced the cooldown timer of the first use of Booze Burner's flamethrower
- Patcher glue now has a 15 degree random angle offset
- 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
- Added placeholder bomb projectile
- Projectiles can now decelerate
- Removed unused Patcher Glue prefab
- Slight refactor of projectiles
- Graphics options
- Graphics default to medium
- Less Fantastic quality profile
- Quit button highlights to red
- Merged graphics options and escape/options menu UI to main
- ControllerNavigation now sends action1/action 2 button presses
- UIScreenBase now handles interacting with it's screen UI elements
- New UI code for base screen and interactable elements now work with new ControllerNavigation component
- More WIP options screen UI
- 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
- Shader/image effects level is now saved and automatically applied to all cameras/scenes
- Moved vignette/analogue tv from high to medium
- Shader/image effect quality settings
- Tons of meta files ?
- Excluded some cheat stuff from build