userAdam Wcancel

12,647 Commits over 3,803 Days - 0.14cph!

10 Years Ago
- Added a new room to Factory tileset - Rebuilt prefabs
10 Years Ago
- Reworked floor spawning turret setup. All floor hatches now have a 20% chance to spawn a turret (currently single or quad) and we can easily change which turrets can be spawned. - Added prefabs for floor turrets - Rebuilt prefabs
10 Years Ago
- More prefab purge/tidy
10 Years Ago
- More old prefab purging
10 Years Ago
- Merged save rework back to main. Seems ok?
10 Years Ago
- Branching for first half of Save system rework. Changed a lot of things as part of it. Probably broke some stuff
10 Years Ago
- Removed turret spawn script from FloorHatchA prefab and rebuilt prefabs to fix fuckup
10 Years Ago
- Fixed bug with missions that don't require level generation to not track mission correctly.
10 Years Ago
- Rebuilt prefabs
10 Years Ago
- More turret tidyup/purge/breaking
10 Years Ago
- Phase1 of turret cleanup/rework: - Made the three types of turrets in TT boss fight their own prefabs so they never get fucked - Fixed some stuff in TT boss fight - TT mission is fucked and can't debug it
10 Years Ago
- Level building code work. - Rebuilt all prefabs - Testing runtime turret spawning - Laser turret test
10 Years Ago
- Rework
10 Years Ago
- Tidy up
10 Years Ago
- Scrip ref fix
10 Years Ago
- Removed forced mission debug
10 Years Ago
- Added LevelSkin component (only materials for now) and some test mats
10 Years Ago
- Changed main PlayerShipCamera prefab X and Z offsets to -137.5
10 Years Ago
Merged back to main
10 Years Ago
- Deleted old floor_triggered_turret prefab and replaced with Floor_Hatch_Triggered (minus a turret child)
10 Years Ago
- Removed all turrets from the Factory tileset and updated prefabs
10 Years Ago
- TT_Laser can now specify how many times to warning flash before activating laser - Made a laser script that raycasts to position and scale laser beams according to surroundings - Made a quad laser turret and test scene
10 Years Ago
- Player and enemy movement collision fix / improvement
10 Years Ago
- Money Bags enemy ability
10 Years Ago
- MissionBuilder now picks a random room for any mission objects that need to be spawned, to make sure they're spread out through the level
10 Years Ago
- WIP enemy roaming (disabled)
10 Years Ago
- Moved a bunch of stuff from RoomSpawner to Room - Room now contains a list of all the spawn location components, and they're no longer destroyed at level gen
10 Years Ago
- Added a LevelComponent which gets added at runtime and builds lists of all room obejcts and Room components - Fixed editor time NRE with enemy abilities
10 Years Ago
- Boomerang now hits a maximum of 3 targets (upgradeable later?) - Boomerang now ignores invulnerable targets - Renamed BuildMission to MissionBuilder and all calls to it
10 Years Ago
- more code purge / cleanup
10 Years Ago
- Enemies no longer drop the old, unused items - Enemies with healing ability no longer target themselves - Boomerang glitch fix
10 Years Ago
- Added function to EnemyAbilityManager to return the names of all chosen abilities - Mission generation screen now shows the names of the randomly chosen enemy abilities for the mission
10 Years Ago
- Removed debug text
10 Years Ago
- Increased chance of enemies having special abilitites from 10 -> 20 percent - Upto 3 random enemy abilities are now picked per mission (there's only 2 ingame at the moment though!) - Fixed bug with enemies not healing properly - BaseEntities now have an Invulnerable flag - Changed the way enemy shield ability works, it now applies Invulnerable flag instead of using a collision blocker as the shield
10 Years Ago
- Removed debug forced mission in Factory1
10 Years Ago
- Added AggroUtils static class - When an enemy is near to/shot by the player, anything in a radius is auto aggrod. (800 range atm)
10 Years Ago
- Code clean
10 Years Ago
- Boomerang now flies in the aiming direction, and bounces between anything in-range, checking the dot product of first enemy hit to make sure aiming still matters (it won't fly off in the opposite direction of aiming, even if there's something closer there)
10 Years Ago
- Boomerang progress
10 Years Ago
- Merged back to main
10 Years Ago
- Renamed BuzzSaw script and Buzz Saw now uses only active entitites as targets, and gets the list once at launch
10 Years Ago
- EntityAnimation can now set all it's BaseEntities to not active on start
10 Years Ago
- More Active entity reworking
10 Years Ago
- 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
10 Years Ago
- Set turret colliders to trigger - Rebuilt prefabs
10 Years Ago
- 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)
10 Years Ago
- Placeholder collect item update
10 Years Ago
- Removed some shit from town scene
10 Years Ago
- 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
10 Years Ago
- Can no longer damage off-screen stuff