12,319 Commits over 3,712 Days - 0.14cph!
- Aclohol extractor stuff
- Reworded nuts waiting message and made it fit the panel better
- Added mortar spawner to beer taps fight, altered heal;th values of taps + turrets,made it more fun
- Super duper booster effects now face actual movement direction not ship orientation
- Ability and powerup booster effects now activate
- Booster WIP stuff and playership scene rebuild
- Dropped weapons now have an effect
- Rebuilt player prefabs
- Added starter booster to starter equipment
- Starter equipment items are now excluded from loot selection
- Item definitions can now have an effect prefab ref that gets linked to the weapon model
- New lives start with 2 bonus nuts instead of 1
- Projectile hits of matching alignments are ignored
- Made a new enemy pack without Booze burners for pipes missions
- Merged player prefab stuff back to main
- Weapon anchor points are now taken from the PlayerShipModels componnent
- PrefabLink can specify an override for build order. 0 is default < 0 priority
- Prefab rebuilding tool now builds prefabs in order
- Player prefab rebuilding/linking/model stuff
- Assigned transforms in PlayerShip scene
- Rebuilt prefabs from PlayerShip scene
- Fixed playship transform assignments
- More pipe dungeon work
- Screw you damage increased to 2-5 from 2-4
- Now defaults to m/k controls when bypassing control select screen in editor
- Made some test pipe rooms
- Made a factory pipes flow/archetype/everything else
- Test pipe mission
- Rebuilt factory tileset
- Ability balance changes
- Increased spawn cost of Bouncer from 2 to 3
- Rebalanced some weapons now I've fixed some bugs that made them worse than they should have been previously
- Fixed BaseProjectile bugs
- Fixed bug with weapons/launchers with a damage range always doing max damage
- Renamed Floor static class to WorldCollision and added WallTest(a, b) function which returns true if there's a wall between the two points
- Teleport enemy ability now tries 5 times to place the enemy within the specified radius and inside the level, else it bails out until next teleport attempt
- Tons of gameplay changes
- Enemies can now pick any enemy ability, not just from a selection of 3 per mission
- Removed generation of 3 enemy abilities at mission creation and display text on mission screen
- New Teleport enemy ability + placeholder effect
- BaseMovement speed modifier reduction is now clamped to min of 0 for enemies and 0.5 for player
- Patchers now have a wider range of variance for their attack cooldown and evade distance
- New saves now default to equipping primary weapon slot after you've just died with secondary weapon equipped
- Fixed bug with being unable to progress passed boss mission
- Deleted old script
- Debug end missions key changed to N
- Increased factory spawn budgets
- Think I fixed some factory rooms not spawning props correctly
- Rebuilt tileset/scene
- Asteroid tileset tweaks
- Made outdoor alcohol pump collider bigger so you can shoot them
- Asteoid level WIP/placeholder room work
- Troubleshooter build with more bugfixes and gameplay improvements
- Quickly hacked in the new base booster effect so I can do a prototypes build
- Enemies now have less chance of spawning cash (30%->10%)
- Factory rooms now spawn less barrels
- Increased large factory room spawn budget min from 10-20 to 15-20
- Rebuilt factory tileset prefabs
- Reduced spawn cost of booze burner from 4 to 3
- F2 level stats screen now shows used spawn budget and spawn budget range per room
- Current room is now yellow in F2 screen
- Disabled level depth + world progress budget spawn bonus for now
- Massively increased all factory room spawn budgets
- Rebuilt factory tileset prefabs