userAdam Wcancel

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

10 Years Ago
- Made NFAA sm3 to fix build error when antialising component is attached to a camera
10 Years Ago
- Increased the player ship scale again slightly 1.3 to 1.5
10 Years Ago
- Reduced the player ship turning speed from 30 to 10 (visual change only, movement not affected)
10 Years Ago
- Player's projectiles now travel using the player ship's floor alignment at time of firing, so you can shoot up/down ramps etc without projectiles checking the floor mesh
10 Years Ago
- BaseMovement now caches the floor normal of the floor poly it's above - BaseMovement can now align it's owning BaseEntity to it's current floor mesh normal - CreateLevel now combines any individual Floor meshes into one collision mesh dynamically at runtime
10 Years Ago
- More level chunk experementation
10 Years Ago
- Fixed rotation issue
10 Years Ago
- Picked (badly) some placeholder colours for 1-2 test level
10 Years Ago
- Addec camera dummy for camera testing
10 Years Ago
- Made the player ship a little big bigger
10 Years Ago
- Rotated test level
10 Years Ago
- Camera tweak - Added walls to test level
10 Years Ago
- Changed default floor-fly height from 5 to 30 - Added a super-crap floor placeholder mesh that causes headaches - Trying out a really rough level idea
10 Years Ago
- Deleted old, unused scenes
10 Years Ago
Merge to main from object pooling branch
10 Years Ago
- More pooling
10 Years Ago
- Moved more stuff to object pools
10 Years Ago
- Player's main weapon projectiles and explosions are now pooled.
10 Years Ago
Branching to switch stuff over to the object pooler because I'm probably gonna break stuff.
10 Years Ago
- Basic implementation of object pool and pool users
10 Years Ago
- Cameras now automatically configure their effects based on graphics settings - Graphics settings are now applied to the current camera when changed in the options screen - Fixed crash with potential resolution changes when going from fullscreen to windowed
10 Years Ago
- Sub levels can now be completely disabled/enabled in the main scene when switching areas - Changed hierachy structure of 1-1 to support this. - Spawners now set their spawned entities as children so that they're handled when changing areas too
10 Years Ago
- Move graphics settings to their own component on GameManager - Graphics options screen now references the new GraphicsSettings component
10 Years Ago
- Added new AreaMonster scene to Scenes/Levels/Monster - Added Monster test level to travel menu
10 Years Ago
- Moved common items out of old UI screens and into the new root UI screen - Aligned screens when scrolling through the root tabs
10 Years Ago
- Pressing D-pad Down now brings up the new root UI and activates the first screen, instead of just the character screen - Screens can be scrolled through using LB/RB - Removed the character screen gamestate and replaced it with a generic UI state - Ship controls are now ignored during this new UI state, so the ship doesn't fly around when navigating menus :)
10 Years Ago
- UI screens now share a common base screen class for hiding/showing etc - Started docking UI screens to a parent screen so they can be switched between from parent screen
10 Years Ago
- Default fly height for floor sections is now 5 - Added another test structure mesh
10 Years Ago
- Yet more graphics menu/options work, they're now saved to disk. Added controller support. Added highlight + arrows. - Instead of wiping entire save game every play (for dev playing), nothing except options are saved to disk now.
10 Years Ago
- Added a floor Component that can be attached to floor meshes to specify how high above things should fly (component is optional, will default to 20units above floor mesh if not present) - BaseMovement now caches a Floor component if present and uses it's value
10 Years Ago
- Updated collision matrix so Floor is ignored by everything
10 Years Ago
- BaseMovement can now be flagged to check for a floor to fly above - Player is now flagged to check for floors by default, all other entities default to false - Updated model impoort processor to automatically setup anything called "floor_collision" as.... floor collision - Added a couple of temporary meshes used for testing multilevel stuff
10 Years Ago
- Forced fullscreen mode to dedicated mode - Graphics options list UI is now built at runtime entirely from the enum - Graphics option settings are loaded from disk - Selected options are now highlighted - Made base option classes bettererer
10 Years Ago
- Added generic option panel classes for handling booleans and collections - Added graphics options panel - Available resolutions are autofilled into the resolution option panel - Graphics options can be navigated and toggled (but not applied) using keyboard (temporary)
10 Years Ago
- Graphics options menu work
10 Years Ago
- Changed camera farplane to 1000 from 2000
10 Years Ago
- Lotsa refactor/optim
10 Years Ago
- Code removal/optim
10 Years Ago
- Edge detection change so it should update correctly in editor again
10 Years Ago
- Fog change
10 Years Ago
- More refactoring - Reimported models for processor to set flags
10 Years Ago
- Readded the custom shaders to the included shader list
10 Years Ago
- Deleted old image effect assets - Imported B22 image effects to make sure we're rockin the latest ones - Removed antialising effect from camera as it was causing a build-time compile error - Removed some old scenes from build
10 Years Ago
- First pass of custom shader optimisation
10 Years Ago
- Moved from global EntitySeperator to each entity's Update() moving - Some other optimisations
10 Years Ago
- More trimming of BaseEntity - More general refactoring - Moved loot drop related code to a new LootDrop component
10 Years Ago
- Disabled Plastic Unity integration again, because it's shit.
10 Years Ago
- More refactoring and cleanup. - Moved more stuff away from using Photon objects
10 Years Ago
More plastic setup.
10 Years Ago
Enabled Plastic in Unity