12,121 Commits over 3,681 Days - 0.14cph!
- Added spawners to outdoor rooms and set spawn budgets for the rooms
- Rebuilt outdoor prefabs
- Increased buzz saw cooldown 7->12
- Added floor collision and Floor script to Asteroid rooms
- Rebuilt asteroid scene prefabs
- Made some terrible icons for barricade, deathrow and laserlink
- Disabled loot dropping of abilities
- AbilityList now equips speed boost and random offensive + utility abilities each level
- AbilityList can now return a random ability of specified category
- Disabled Reaper Bros ability because it's shit
- Added Unlocked property to AbilitySO (defaults to true) so individual abilities can be ignored when abilities are auto loaded (for disabling specific abilities in builds)
- AbilityList now ignroes any locked off abilities
- Added stats screen to F2
- Level can now return list of active rooms
- LevelBuilder now just picks one outdoor room and spawns the planet in it at -3000
- Super basic planet spawning. 20% chance of an outdoor room spawning a planet. Lots of problems. Just a quick test.
- Fixed PlanetGenerator so we can have multiple planets
- Level now builds lists of indoor/outdoor rooms once level has been built
- LevelBuilder wip planet spawning (commented out)
- Room culling code tidy/optimise
- Room culler now enables any outdoor lights in any rooms connected to the current room (as well as the current room itself)
- Laser link cooldown increasd to 25 seconds, duration decreased to 7 seconds
- Set Laser Link cooldown to 15 seconds
- Laser link now does % health every damage tick
- Added hit effect to laser link
- Changed my mind. Laser Link laser now deactivates when no LOS to player, resums when LOS back.
- Decreased Laser Link range from 1000 to 800
- Seperated the laser from remote object for laser link
- Laser link remotes now stop at walls and laser performs LOS and stops at walls
- Laser link now does damage (currently instant death, needs DOT)
- More Laser Link player ability work
- Added StopMovement() to BaseProjectile and they can now be flagged to stop moving when they hit something
- Added AABB collider check function to MiscUtils
- branched WIP reflection probe changes
- Started Laser Link player ability
- Set a propper cooldown on Barricade (15 secs atm)
- rough barricade ability test
- Outdoor/indoor lighting toggling now works with new room culling system again
- Refactored, optimised new room culling code
- WIP outdoor building proxy stuff
- More WIP level culling
- Disabled controller rumble in editor again
- Minimap works again with new room culling
- Branched and WIP new room culling
- Timeslow shield layer changed to IgnoreRaycast so player aiming laser doesn't hit it
- Globally reduced the hit effect flash
- Abilities are no longer auto equipped if the player already has one equipped from the same category
- Death Row now has a reduced cooldown of 0.1s if you hit anything with it, upto a max of 3 shots in a row, before resetting to full cooldown
- Death Row is now less opaque when you miss to make it more obvious when you will have a reduced cooldown
- ability Use functions are now passed a reference to the ability button/cooldown that activated it
- Added controller rumble and sound effect to Death Row
- Death Row: Added placeholder impact effect and increased radius
- more deathrow. nearly there
- More reaper bro changes.
- EntityTracker changes. Can also now return nearest active enemy at a location, within a distance.
- More reaper bros
- AIFollowMovement component now copies the movement values of target properly
- Added functions to BaseMovement to get the current max accel/speed, taking into account any modifiers
- More Reaper Bros wip
- Reaper Bros experimenting
- BaseMovement can now be set to ignore collision
- Added an AI follow component that makes a BaseEntity follow a target and can copy it's BaseMovement behaviour
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- LootDrop and LootTable components can now handle ability pickups.
- Added 2% chance for enemies to drop abilities and 5% for crates. (This is temporary, need to move to a more calculated distribution of ability drops, probably)
- Reworked pickup/collectable functionality to be more generic
- Ability pickups can now be... picked up
- Ability bar now auto reloads whenever a new skill is collected (can't manually swap/control it yet though)