11,556 Commits over 3,591 Days - 0.13cph!
- Projectile knockback is now disabled by default
- Turrets now have a bit more default variance in firing rates
- Added text to gameplay UI below target health bar to show the name of any ability a special enemy has (Want to look at replacing this with clear ability icons later on)
- Special enemies now get 4x health up from 2x by default
- BaseEnemyAbility now gets a BaseEntity ref instead of EnemyShip
- Turrets now have a chance of spawning with the Shield ability
- If an enemy gets spawned as "special" and get's an extra ability, it also receives 2x as much health and loot drop chance is set to 100%
- Lots of enemy ability/manager changes
- Added healing beams enemy ability
- Tweaked values for healing/shielding
- Booze burners and patchers have a 20% chance of picking a random ability to spawn with
- Can now specify a random range for enemy ability durations
- Tweaked enemy shield values
- Reduced booze burner speed slightly
- Enemy abilities now support deactivation and duration timers
- Enemy shield ability values tweaked
- Added EnemyAbilityManager as a central point for granting abilities, to move away from enemy prefabs controlling which abilities enemies can have
- Reworked some enemy ability scripts to use new system and deleted some old unused ones
- Added AbilityPicker script as a starting point for enemy ability assignment
- WIP shield enemy ability (all booze burners get it at the moment, and it doesn't turn off again yet)
- Skill points are now awarded from level 2 onwards intead of 1
- Added targetted enemy health/name bar to top of gameplay UI
- Made targetFinder component
- Gave enemy prefabs real Name values
- Fixed hidden enemy in 1-1
- Reverted some random script changes that were causing errors??
- Level up panel now correctly shows if and how many unspent skill points are available
- Added a panel to gameplay UI ready to show when you have unspent skills
- Decreased item hoover range from 200 to 100
- Moved hit shader effect calling code to a component, EntityHitEffect, and made it a required component of BaseEntityt
- Made the values of hit effect accessible from the inspector
- Added the hit effect to enemy prefabs for area 1
- Patcher glue now is correctly set to destroy on impact
- Set camera shake values to somethig noticeable again on the new camera prefab
- Hit effect flash now has a shorter duration (0.05 instead of 0.1)
- Boozeburners, patchers and spikey things all now have loot chances
- Crates are no longer guaranteed to drop items
- Added small chance of health orbs to all loot drops
- Increased the amount of experience needed to level up
- Made starting weapon crappier
- Loot is now hoovered up when in range
- Increased size of placeholder loot model
- Clicking left stick now shows the names for all dropped loot items, if they've timed out and hidden.
- Increased size of loot crates
- Loot items now have larger name text and the text colour matches the item's quality
- Pressing R on the character select screen now wipes all save slots and reloads the scene (for dev)
- Started reworking the way enemy difficulty/level is scaled
- Added a lerp speed mulitplier for when boosting to allow the camera to follow faster.
- Character/inventory screen model now shows equipped items correctly
- 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