userAdam Wcancel

12,253 Commits over 3,712 Days - 0.14cph!

10 Years Ago
- Refactored town interactable stuff - Cleaned up town scene hierachy - Shop and mission portal now use new interaction stuff - More shop UI work - Deleted a bunch of now unused town scripts
10 Years Ago
- Shop UI disabled correctly at startup
10 Years Ago
- Upgrade XML
10 Years Ago
- More upgrades/shop + UI
10 Years Ago
- More shop
10 Years Ago
- Shop UI WIP - Upgrade work - Folder tidy
10 Years Ago
- Mouse cursor is no longer hidden in editor
10 Years Ago
- WIP shop
10 Years Ago
XML
10 Years Ago
and lots more
10 Years Ago
- More
10 Years Ago
- Part 2
10 Years Ago
- Part 1 of refactoring skill definition/point XML definitions to be more generic so it can be used for shop/upgrades and anything else
10 Years Ago
- BaseMovement now has inspector value for floor check range. Defaults to 500 instead of 100
10 Years Ago
BaseMovement now has public value for how high to fly above any floor colliders
10 Years Ago
- Large view of minimap is now zoomed further out
10 Years Ago
- Added current cash value display to gameplay UI - Removed old gameplay UI prefab
10 Years Ago
- Added Cash value to PlayerData
10 Years Ago
- Minimap and map rotation now matches the main camera's current rotation
10 Years Ago
- Camera fixes
10 Years Ago
- Camera changes
10 Years Ago
- Disabled move direction lookahead until it's better
10 Years Ago
- Purged camera and all related
10 Years Ago
- Added Dungen from Asset store. @ezmeow
10 Years Ago
- Area variant spawning tool now sets the Fill prefabs as the first child to make them easier to find
10 Years Ago
- Area variant spawning tool now maintains Fill prefab links so they can be easily editted and applied back
10 Years Ago
- Started level creation tools - Test scene for tools - Rotor collision prefab update
10 Years Ago
- RoomB and Fill1
10 Years Ago
- Enemy structures now have a square minimap indiciator to differntiate from ships/enemies
10 Years Ago
- Minimap in minimised mode is now zoomed further out - Increased size of enemy indicators on mini map
10 Years Ago
- Made an AreaBuilder script that will fill an area/room with a "Fill" section from a bunch of variants - MissionBuilder now calls Build() on all AreaBuilders in a level before spawning enemies - Some test rooms/fillers
10 Years Ago
- Anythign with CameraPull script attached is now considered by the camera
10 Years Ago
- Entity animation states can now be customised and have a default set and states customised via inspector - Made a room template with a gate that gets closed when entering and opens when all turrets are destroyed
10 Years Ago
- Made a placeholder pipes-gate opening/closing animation - New pipes gate prefab - Set up pipes gate animation controller to use the state setup for the animation trigger code
10 Years Ago
- Spinning rotor blades in Pipes areas now hurt the player - Moved player death/deletion code to a central place - More whitebox level work
10 Years Ago
Area2_WIP
10 Years Ago
- Moved control of enemy pack spawn count to the SpawnLocation component where it should have been all along, so enemy pack size can be controller per level instead of per-pack.
10 Years Ago
10 Years Ago
- Town now shows up on main camera
10 Years Ago
New cam code and tweaks to main
10 Years Ago
- Added main camera prefab to town
10 Years Ago
- More camera code changes
10 Years Ago
- more cam stuff
10 Years Ago
- Trying new camera code
10 Years Ago
- Pipes dungeon test WIP
10 Years Ago
- Made enemy SOs for area1 types - Enemy pack test for Area1 enemies
10 Years Ago
- Pack SOs now specify min/max spawn "costs" - Enemies are now spawned randomly within spawn location radius
10 Years Ago
- Fixed bug causing spawned enemies to reset to Vector3.zero
10 Years Ago
- Added a MissionEmemySpawner that uses the Mission and enemypack definitions to spawn enemies - More MissionBuilder work
10 Years Ago
- Missed these