userAdam Woolridgecancel

10,916 Commits over 3,347 Days - 0.14cph!

9 Years Ago
- WIP Satnav screen
9 Years Ago
- Area 1-2 now reorganised for hot loading/unloading
9 Years Ago
- Arena events/phases now display animated headers when starting a new phase or completing an arena. - Arena events now wait until all spawned items are dead (and not just spawned) before being classed as completed.
9 Years Ago
- Seperated materials for bowel bag explosion and grenade
9 Years Ago
- Explosion stuff
9 Years Ago
- WIP arena UI headers
9 Years Ago
- Added entrance to Monster Arena from the monster level - Re-organised both of those scenes so they support hot swap loading/unloading
9 Years Ago
- Added spawner map-markers
9 Years Ago
- Changed green goo gun behaviour - UI screen navigation fixed, all can return to gameplay by pressing B
9 Years Ago
- Fixed enemies shooting themselves ;) - Made the temporary visual effects clearer/brigther for Timeslow/Power Ring - BaseRadiusBlast can now do damage to anything in range - Reworked the blast impact effect - Made a grenade style weapon and blast effect - WeaponItem now has more control over BaseLauncher properties
9 Years Ago
- Reduced speed of Monster Arena enemies - Spawners can now be set to make stuff they spawn grant 0 experience
9 Years Ago
- Ripple/distortion effects work again
9 Years Ago
- Time Slow bubble added to object pooler so that it works again! - Monster arena spawn work - SpawnPhaseControllers can now start/stop spawning and chain phases together
9 Years Ago
- Monster arena work and SpawnPhaseController.cs checkin
9 Years Ago
- Fixed Power Ring not passing through enemies anymore - Monster arena spawn changes
9 Years Ago
- Added bowel bag enemy prefab - Monster arena spawning work
9 Years Ago
- Added monster arena level to port menu - Monster arena white box
9 Years Ago
- More weapon, item and dual wielding changes/fixes/improvements - Monster themed arena rough test level
9 Years Ago
- More weapon work - Weapons can now be equipped per-arm and have their own properties
9 Years Ago
- Item system work
9 Years Ago
- Weapon changes
9 Years Ago
- Added support for additonal weapon anchors, started propper implementation of dual/multi wielding
9 Years Ago
- Merged skill system rework to Main now that it mostly works
9 Years Ago
- New placeholder ship model is now on correct layer so that it gets ignored by the outline effect
9 Years Ago
- Fixed a skill upgrade bug caused by last commit
9 Years Ago
- Made skill tree nagivation slightly better with a gamepad. Or maybe worse.
9 Years Ago
- Added skill icons to skill hot swap screen and fixed text colours - Hot swap skill panels now show bound gamepad buttons - Can now actually equip skills using the new system!
9 Years Ago
- Skills can now be marked as passive - Passive skills no longer show up in the skill hotswap list - Skill hotswap list can now be navigated
9 Years Ago
- Added a skill hot swap panel, bound to Dpad right, that displays a list of all currently available/unlocked skills with name + icon
9 Years Ago
- Merged from main
9 Years Ago
- Switched back to test ship 3 - Added test ship 4
9 Years Ago
- Switched to one of the concept ship models
9 Years Ago
- Skills with other skill prerequisites are now handled and enforced before allowing a skill to be upgraded
9 Years Ago
- Fixed an error spamming when you have skills equipped
9 Years Ago
- Added skill description text for the current skills - Loads more skill UI work
9 Years Ago
- Skill/tree system rework + UI part 3
9 Years Ago
- Skill rework part 2
9 Years Ago
- Branched and started reworking the skill activation/configuration system to be more flexible, ready to use with the new XML skill and skill tree setup
9 Years Ago
- Increased size of player projectiles from 1 to 1.2 - Moved player ship weapon anchor to right arm
9 Years Ago
- New skill system test
9 Years Ago
- Simplified SkillTree XML definition now that individual skill details are stored in the Skill XML data - Skill tree UI now references the skill list for skill details not the Skill Tree data
9 Years Ago
- Keyboard controls are a bit less shit - Added basic generic skill and skill upgrade data structures which can be setup via XML (but not applied in-game, yet)
9 Years Ago
- Added a floor debug mode
9 Years Ago
- Lowered the amount speed reduction for flying backwards
9 Years Ago
- Trialing reduced player movement speed when flying "backwards"
9 Years Ago
- More skill tree UI work, added vertical lines to skill unlock columns - Re-enabled player map-marker
9 Years Ago
- Skill tree icon images are now specified via XML - Started aligning skill tree elements - Added Skill Tree screen as a sub screen to the main UI so it can be navigated via the root controller
9 Years Ago
- Started placeholder UI screen for Skill trees. Auto-constructed from XML skill tree definitions.
9 Years Ago
- Started work on new skill tree data format and classes - Initial basic loading of skill trees from XML files - Added a test skilltree xml file
9 Years Ago
- Graphics settings now have real default values, not just everything turned off. (everything except vsync is enabled by default now) - Attempts to default to 1280x720 resoltuion until the player picks one in the settings menu - Disabled the Unity resoltuion/settings launcher