11,426 Commits over 3,561 Days - 0.13cph!
- Added the new player ship base model to the character screen (equipped items don't reflect playership yet)
- Skill tree points are now capped at one per character level
- Points spent in skill trees are now saved to disk and reloaded. Unlocked abilities are restored.
- Weapons now save and restore their correct ammo prefab type and shoot the right thing when loaded again!
- Equipped items saving/loading of baseitems now works properly again and now re-equips the items properly and applies the correct loot item models to the player ship
- Fixed a bunch of warnings
- Removed missing components from some prefabs
- Deleted the old and unuse melee/ranged ship prefabs
- WIP loading/saving changes
- Increased size of hit impact
- Increased size of explosion
- Reduced size of grenade projectiles
- Grenade test weapon now fires in burst of 4
- Ripped a lot of old code out of the save game system
- Character creation screen slots are now just new or load, removed class stage.
- Character loading/saving is back, but missing all the new stuff
- Changed Boozeburner layer so they don't get the outline effect
- Boozeburner changes from yesterday
- More equippables stuff
- Weapons fire again
- Gave the test weapons in town different models
- Updated player ship prefab with new PlayerShipModels script
- Items can now specify a model prefab to equip in the correct slot on the player ship
- Collecting items with a model specified now equips the model correctly to the player ship
- Player ship model equipping is now done by model name
- Added a resources folder to the ship parts hierachy
- Fixed the old abilities UI screen interfering with the camera
- Player model part swapping work
- Area 1-2 changes and replaced camera with the new common camera prefab
- Deleted old camera prefab
- Made a new camera prefab
- Referenced new camera prefab in 1-1
- Made some of the corridors and areas wider in 1-1 to be more boob friendly
- Updated boozer burner prefab to use the new model
- Made temporary mission objective stay at correct spawn point
- Reworked raised section in 1-2 and now has extra exit
- Setup a Destroy mission and it's objectives in 1-2
- Fixed a bug in LevelSpawnItem.cs
- Basic enemy spawner placement for 1-2
- Fixed visual on Booze Burner prefab
- Finished rough layout of 1-2
- Removed some debug spam
- Laser/missile turret improvements
- Meg's Placeholder model for the bouncer balls
- Created a separate prefab for Missile Turrets
- Reworked turret hierachy so the turret's forward is actually forward
- Level work
- Missiles
- Radius blasts can now be used by enemy weapons
- Removed some rocks from 1-1 to make flying through areas easier
- More rough work on 1-2
- Changed enemy layers so they're not hit by outline effect
- 1-2 work
- Added Megan's placeholder Booze Burner model to the prefab
- Tweaked Booze Burner's stats
- Increased size of turret projectiles
- Bowel bag explosions now hurt the player
- Reduced base Patcher damage from 5 to 3
- Increased size of patcher's glue attack
- Patchers fire rate changed to 0.4 from 0.2
- Monster arena gameplay work
- Patcher enemy tweaks
- Patcher glue now ignores walls
- More gameplay tweaks
- Camera changed again ;)
- Player slightly faster and slightly more maneuverable
- Scaled enemies up
- This is gonna break things
- Increased playership acceleration again, from 550 to 800