userAdam Wcancel

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

9 Years Ago
- Can now cycle through shop items with left-stick left/right
9 Years Ago
- Shop item panels now outline/scale when selected - Shop items can be navigated (keyboard only atm)
9 Years Ago
- Changed mission portal text
9 Years Ago
- Refactored town interactable stuff - Cleaned up town scene hierachy - Shop and mission portal now use new interaction stuff - More shop UI work - Deleted a bunch of now unused town scripts
9 Years Ago
- Shop UI disabled correctly at startup
9 Years Ago
- Upgrade XML
9 Years Ago
- More upgrades/shop + UI
9 Years Ago
- More shop
9 Years Ago
- Shop UI WIP - Upgrade work - Folder tidy
9 Years Ago
- Mouse cursor is no longer hidden in editor
9 Years Ago
- WIP shop
9 Years Ago
XML
9 Years Ago
and lots more
9 Years Ago
- More
9 Years Ago
- Part 2
9 Years Ago
- Part 1 of refactoring skill definition/point XML definitions to be more generic so it can be used for shop/upgrades and anything else
9 Years Ago
- BaseMovement now has inspector value for floor check range. Defaults to 500 instead of 100
9 Years Ago
BaseMovement now has public value for how high to fly above any floor colliders
9 Years Ago
- Large view of minimap is now zoomed further out
9 Years Ago
- Added current cash value display to gameplay UI - Removed old gameplay UI prefab
9 Years Ago
- Added Cash value to PlayerData
9 Years Ago
- Minimap and map rotation now matches the main camera's current rotation
9 Years Ago
- Camera fixes
9 Years Ago
- Camera changes
9 Years Ago
- Disabled move direction lookahead until it's better
9 Years Ago
- Purged camera and all related
9 Years Ago
- Added Dungen from Asset store. @ezmeow
9 Years Ago
- Area variant spawning tool now sets the Fill prefabs as the first child to make them easier to find
9 Years Ago
- Area variant spawning tool now maintains Fill prefab links so they can be easily editted and applied back
9 Years Ago
- Started level creation tools - Test scene for tools - Rotor collision prefab update
9 Years Ago
- RoomB and Fill1
9 Years Ago
- Enemy structures now have a square minimap indiciator to differntiate from ships/enemies
9 Years Ago
- Minimap in minimised mode is now zoomed further out - Increased size of enemy indicators on mini map
9 Years Ago
- Made an AreaBuilder script that will fill an area/room with a "Fill" section from a bunch of variants - MissionBuilder now calls Build() on all AreaBuilders in a level before spawning enemies - Some test rooms/fillers
9 Years Ago
- Anythign with CameraPull script attached is now considered by the camera
9 Years Ago
- Entity animation states can now be customised and have a default set and states customised via inspector - Made a room template with a gate that gets closed when entering and opens when all turrets are destroyed
9 Years Ago
- Made a placeholder pipes-gate opening/closing animation - New pipes gate prefab - Set up pipes gate animation controller to use the state setup for the animation trigger code
9 Years Ago
- Spinning rotor blades in Pipes areas now hurt the player - Moved player death/deletion code to a central place - More whitebox level work
9 Years Ago
Area2_WIP
9 Years Ago
- Moved control of enemy pack spawn count to the SpawnLocation component where it should have been all along, so enemy pack size can be controller per level instead of per-pack.
9 Years Ago
9 Years Ago
- Town now shows up on main camera
9 Years Ago
New cam code and tweaks to main
9 Years Ago
- Added main camera prefab to town
9 Years Ago
- More camera code changes
9 Years Ago
- more cam stuff
9 Years Ago
- Trying new camera code
9 Years Ago
- Pipes dungeon test WIP
9 Years Ago
- Made enemy SOs for area1 types - Enemy pack test for Area1 enemies
9 Years Ago
- Pack SOs now specify min/max spawn "costs" - Enemies are now spawned randomly within spawn location radius