11,402 Commits over 3,561 Days - 0.13cph!
- 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
- More level chunk experementation
- Picked (badly) some placeholder colours for 1-2 test level
- Addec camera dummy for camera testing
- Made the player ship a little big bigger
- Camera tweak
- Added walls to test level
- 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
- Deleted old, unused scenes
Merge to main from object pooling branch
- Moved more stuff to object pools
- Player's main weapon projectiles and explosions are now pooled.
Branching to switch stuff over to the object pooler because I'm probably gonna break stuff.
- Basic implementation of object pool and pool users
- 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
- 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
- Move graphics settings to their own component on GameManager
- Graphics options screen now references the new GraphicsSettings component
- Added new AreaMonster scene to Scenes/Levels/Monster
- Added Monster test level to travel menu
- Moved common items out of old UI screens and into the new root UI screen
- Aligned screens when scrolling through the root tabs
- 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 :)
- 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
- Default fly height for floor sections is now 5
- Added another test structure mesh
- 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.
- 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
- Updated collision matrix so Floor is ignored by everything
- 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
- 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
- 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)
- Graphics options menu work
- Changed camera farplane to 1000 from 2000
- Edge detection change so it should update correctly in editor again
- More refactoring
- Reimported models for processor to set flags
- Readded the custom shaders to the included shader list
- 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
- First pass of custom shader optimisation
- Moved from global EntitySeperator to each entity's Update() moving
- Some other optimisations
- More trimming of BaseEntity
- More general refactoring
- Moved loot drop related code to a new LootDrop component
- Disabled Plastic Unity integration again, because it's shit.
- More refactoring and cleanup.
- Moved more stuff away from using Photon objects
Merging from Cleanup branch to main
Added more plastic exclcusions.
Rotorblade collision mesh is no longer a trigger