userAdam Woolridgecancel

10,920 Commits over 3,347 Days - 0.14cph!

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
9 Years Ago
- Player->Enemy collision is now disabled while the player is boosting - Some settings changed because of RC2
9 Years Ago
- Trying out new movement for player - Added a placeholder ship model for testing
9 Years Ago
- Added movement collision spheres to some enemies - BaseEntities now check for collision with other entities - Player can collide with enemies again at last (ooops) - Deleted some old enemy prefabs
9 Years Ago
- BaseEntity can now call a delegate function on any listeners when it explodes - Added a BaseEntityExplodedDelegate class that can be attached to a BaseEntity to receive a notification when it has exploded - Added BowelBagExplodedDelegate which looks for other Bowel Bags in range when it explodes, and explodes those too
9 Years Ago
- LauncherBase now correctly sets it's default fire direction to transform.forward if nothing else is specified - More 1-2 playing
9 Years Ago
- Spawners can now be limited to X number of spawn cycles - Projectiles now follow the floor - More 3d level tests in 1-2
9 Years Ago
- Trying out some setpieces in 1-2
9 Years Ago
- Fixed minimap not working after scaling playership up
9 Years Ago
- Fix for zero vector error
9 Years Ago
- Reapplied antialising to Area1 cameras
9 Years Ago
- Made NFAA sm3 to fix build error when antialising component is attached to a camera
9 Years Ago
- Increased the player ship scale again slightly 1.3 to 1.5
9 Years Ago
- Reduced the player ship turning speed from 30 to 10 (visual change only, movement not affected)
9 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
9 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
9 Years Ago
- More level chunk experementation
9 Years Ago
- Fixed rotation issue
9 Years Ago
- Picked (badly) some placeholder colours for 1-2 test level
9 Years Ago
- Addec camera dummy for camera testing
9 Years Ago
- Made the player ship a little big bigger
9 Years Ago
- Rotated test level
9 Years Ago
- Camera tweak - Added walls to test level
9 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
9 Years Ago
- Deleted old, unused scenes
9 Years Ago
Merge to main from object pooling branch
9 Years Ago
- More pooling
9 Years Ago
- Moved more stuff to object pools
9 Years Ago
- Player's main weapon projectiles and explosions are now pooled.
9 Years Ago
Branching to switch stuff over to the object pooler because I'm probably gonna break stuff.
9 Years Ago
- Basic implementation of object pool and pool users
9 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
9 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
9 Years Ago
- Move graphics settings to their own component on GameManager - Graphics options screen now references the new GraphicsSettings component
9 Years Ago
- Added new AreaMonster scene to Scenes/Levels/Monster - Added Monster test level to travel menu
9 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
9 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 :)
9 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
9 Years Ago
- Default fly height for floor sections is now 5 - Added another test structure mesh
9 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.
9 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
9 Years Ago
- Updated collision matrix so Floor is ignored by everything
9 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
9 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
9 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)
9 Years Ago
- Graphics options menu work
9 Years Ago
- Changed camera farplane to 1000 from 2000