userAdam Wcancel

11,402 Commits over 3,561 Days - 0.13cph!

10 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
10 Years Ago
- More level chunk experementation
10 Years Ago
- Fixed rotation issue
10 Years Ago
- Picked (badly) some placeholder colours for 1-2 test level
10 Years Ago
- Addec camera dummy for camera testing
10 Years Ago
- Made the player ship a little big bigger
10 Years Ago
- Rotated test level
10 Years Ago
- Camera tweak - Added walls to test level
10 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
10 Years Ago
- Deleted old, unused scenes
10 Years Ago
Merge to main from object pooling branch
10 Years Ago
- More pooling
10 Years Ago
- Moved more stuff to object pools
10 Years Ago
- Player's main weapon projectiles and explosions are now pooled.
10 Years Ago
Branching to switch stuff over to the object pooler because I'm probably gonna break stuff.
10 Years Ago
- Basic implementation of object pool and pool users
10 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
10 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
10 Years Ago
- Move graphics settings to their own component on GameManager - Graphics options screen now references the new GraphicsSettings component
10 Years Ago
- Added new AreaMonster scene to Scenes/Levels/Monster - Added Monster test level to travel menu
10 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
10 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 :)
10 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
10 Years Ago
- Default fly height for floor sections is now 5 - Added another test structure mesh
10 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.
10 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
10 Years Ago
- Updated collision matrix so Floor is ignored by everything
10 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
10 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
10 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)
10 Years Ago
- Graphics options menu work
10 Years Ago
- Changed camera farplane to 1000 from 2000
10 Years Ago
- Lotsa refactor/optim
10 Years Ago
- Code removal/optim
10 Years Ago
- Edge detection change so it should update correctly in editor again
10 Years Ago
- Fog change
10 Years Ago
- More refactoring - Reimported models for processor to set flags
10 Years Ago
- Readded the custom shaders to the included shader list
10 Years Ago
- Deleted old image effect assets - Imported B22 image effects to make sure we're rockin the latest ones - Removed antialising effect from camera as it was causing a build-time compile error - Removed some old scenes from build
10 Years Ago
- First pass of custom shader optimisation
10 Years Ago
- Moved from global EntitySeperator to each entity's Update() moving - Some other optimisations
10 Years Ago
- More trimming of BaseEntity - More general refactoring - Moved loot drop related code to a new LootDrop component
10 Years Ago
- Disabled Plastic Unity integration again, because it's shit.
10 Years Ago
- More refactoring and cleanup. - Moved more stuff away from using Photon objects
10 Years Ago
More plastic setup.
10 Years Ago
Enabled Plastic in Unity
10 Years Ago
Merging from Cleanup branch to main
10 Years Ago
Cleanup part 1
10 Years Ago
Added more plastic exclcusions. Rotorblade collision mesh is no longer a trigger
10 Years Ago
Exclusions. I think?