userAdam Wcancel
repospaceshootercancel

1,632 Commits over 578 Days - 0.12cph!

10 Years Ago
- Tidy up
10 Years Ago
- Scrip ref fix
10 Years Ago
- Removed forced mission debug
10 Years Ago
- Added LevelSkin component (only materials for now) and some test mats
10 Years Ago
- Changed main PlayerShipCamera prefab X and Z offsets to -137.5
10 Years Ago
Merged back to main
10 Years Ago
- Deleted old floor_triggered_turret prefab and replaced with Floor_Hatch_Triggered (minus a turret child)
10 Years Ago
- Removed all turrets from the Factory tileset and updated prefabs
10 Years Ago
- TT_Laser can now specify how many times to warning flash before activating laser - Made a laser script that raycasts to position and scale laser beams according to surroundings - Made a quad laser turret and test scene
10 Years Ago
- Player and enemy movement collision fix / improvement
10 Years Ago
- Money Bags enemy ability
10 Years Ago
- MissionBuilder now picks a random room for any mission objects that need to be spawned, to make sure they're spread out through the level
10 Years Ago
- WIP enemy roaming (disabled)
10 Years Ago
- Moved a bunch of stuff from RoomSpawner to Room - Room now contains a list of all the spawn location components, and they're no longer destroyed at level gen
10 Years Ago
- Added a LevelComponent which gets added at runtime and builds lists of all room obejcts and Room components - Fixed editor time NRE with enemy abilities
10 Years Ago
- Boomerang now hits a maximum of 3 targets (upgradeable later?) - Boomerang now ignores invulnerable targets - Renamed BuildMission to MissionBuilder and all calls to it
10 Years Ago
- more code purge / cleanup
10 Years Ago
- Enemies no longer drop the old, unused items - Enemies with healing ability no longer target themselves - Boomerang glitch fix
10 Years Ago
- Added function to EnemyAbilityManager to return the names of all chosen abilities - Mission generation screen now shows the names of the randomly chosen enemy abilities for the mission
10 Years Ago
- Removed debug text
10 Years Ago
- Increased chance of enemies having special abilitites from 10 -> 20 percent - Upto 3 random enemy abilities are now picked per mission (there's only 2 ingame at the moment though!) - Fixed bug with enemies not healing properly - BaseEntities now have an Invulnerable flag - Changed the way enemy shield ability works, it now applies Invulnerable flag instead of using a collision blocker as the shield
10 Years Ago
- Removed debug forced mission in Factory1
10 Years Ago
- Added AggroUtils static class - When an enemy is near to/shot by the player, anything in a radius is auto aggrod. (800 range atm)
10 Years Ago
- Code clean
10 Years Ago
- Boomerang now flies in the aiming direction, and bounces between anything in-range, checking the dot product of first enemy hit to make sure aiming still matters (it won't fly off in the opposite direction of aiming, even if there's something closer there)
10 Years Ago
- Boomerang progress
10 Years Ago
- Merged back to main
10 Years Ago
- Renamed BuzzSaw script and Buzz Saw now uses only active entitites as targets, and gets the list once at launch
10 Years Ago
- EntityAnimation can now set all it's BaseEntities to not active on start
10 Years Ago
- More Active entity reworking
10 Years Ago
- Branched for boomerang work and WIP related stuff: - Projectiles can now be set to have no expiray time - Projectiles can now send a hit message to scripts on an object, with the associated BaseEntity when they hit something - Boomerang now tracks things it's already hit - Boomerang seeks out targets
10 Years Ago
- Set turret colliders to trigger - Rebuilt prefabs
10 Years Ago
- Missions now have a DepthBudgetMultiplier, which can be used to modify the spawn budget of a room the deeper into the level it is. (so levels now get harder the further you get)
10 Years Ago
- Placeholder collect item update
10 Years Ago
- Removed some shit from town scene
10 Years Ago
- LevelBuilder now waits until the next frame, after receiving level generation success event, before setting up the mission to work around the DunGen beta issue
10 Years Ago
- Can no longer damage off-screen stuff
10 Years Ago
- Can now specify a range that mission objects will start to be tracked by the on screen arrows. Once "discovered" an item will always be tracked, regardless of distance. - Collect mission now hides arrows until items are nearby
10 Years Ago
- Lowered the minimum amount of cash enemies/crates can drop to increase the variety
10 Years Ago
- Massively increased the range of coin suck-in - Added a very small random delay before suck-in activates so you can see coins before they're sucked in now the range is bigger
10 Years Ago
- Placeholder collect item made a bit more obvious with rotation and can now be collected
10 Years Ago
- LevelBuilder now calls initialise on each room's Room script, which then handles it's own initialisation of spawners etc
10 Years Ago
- Added Room script to all Factory rooms - Updated prefabs/scene
10 Years Ago
- Mission definitions can now set if their mission object locations use the screen-edge arrow navigation stuff or not - BuildMission now spawns any mission specific objects across the level if required - Mission system now works with collect missions - Added a whitebox collect mission prefab
10 Years Ago
- back to normal
10 Years Ago
- More spawning changes - more collect mission work
10 Years Ago
- missed a bit
10 Years Ago
debris test
10 Years Ago
- Setup menu items for creating Collect missions - Added collect mission scriptable object types - Moved some spawn location stuff to SpawnLocations static class and added functions to find spawn locations per-room and per-level - Started getting collection missions working
10 Years Ago
- Doubled max level generation attempts to 40