userAdam Wcancel
branchspaceshooter/maincancel

1,377 Commits over 578 Days - 0.10cph!

9 Years Ago
- Added BaseEntityCollider script that can be used to forward hit messages to the owning BaseEntity, so a single BaseEntity can have multiple hit colliders - Both ends of the LaserLink can now receive damage
9 Years Ago
- Bouncers now show their own name instead of Booze Burner
9 Years Ago
- Fixed Money Bags enemy ability. It now sets the entities loot table to have 100% chance to drop cash (and doubles the cash value)
9 Years Ago
- more laser link wip testing
9 Years Ago
- Enemies no longer show on minimap
9 Years Ago
- Player is now blue on minimap - Collect mission objectives are now shown on minimap as larger yellow dots - Increased size of enemy minimap markers - The smaller minimap view is now zoomed out further so you don't have to check the full size map as often - Mission objects now get added to their rooms RoomSpawner tracking
9 Years Ago
- BaseEntity can now set if it has a mini map marker and colour - Loot is no longer shown on the minimap
9 Years Ago
- Minimap markers are now only set visible the first time a player enters a room - RoomSpawner now has separate lists of enemies and non-enemy entities that it spawns (and a combined list)
9 Years Ago
- BaseEntities now have a ref to their minimap marker and markers are disabled by default (they don't get enabled at all....yet)
9 Years Ago
- Room culling/toggling optimizations and now correctly toggles rooms when going back
9 Years Ago
- Merged in 1st pass at room culling
9 Years Ago
- Quick room toggle test (commented out)
9 Years Ago
- Enemies and loot crates are now parented to their spawning room
9 Years Ago
- Disabled enemy chatter speech bubbles for now - Gameobjects that get swapped in for old ones using LevelBuild_Spawn script now get parented to the previous objects parent. So they get grouped to the rooms
9 Years Ago
- Mouse cursor visiblity is now toggled with F4 UI
9 Years Ago
- Added level debug UI from shelf to main, press F4 to toggle room slider
9 Years Ago
- Added SECTR Complete from asset store, ready to try integration with DunGen
9 Years Ago
- Room minimap geometry no longer casts or receives shadows
9 Years Ago
- Rebuilt prefabs to update hatch links to new laser turret
9 Years Ago
- Remade lost commit
9 Years Ago
- Changed the way minimap rendering works - Room now builds it's own minimap object at runtime, combining all it's collision/map data - Rebuilt prefabs
9 Years Ago
- Rename
9 Years Ago
- At levelgen init, Level component now calculates the extents for the whole level, from all of it's rooms extents
9 Years Ago
- Disabled the outline effect on minimap which (I think) does nothing
9 Years Ago
- Reduced size of trigger collider in room J - rebuilt prefabs
9 Years Ago
- Added a simple scale anim to feedback banner in town and changed the colour to be different to other town interactables
9 Years Ago
- Feedback form now always gives input field focus - Feeedback form now multiline - Stopped some old keybinds triggerering shit when typing certain letters in feedback tool
9 Years Ago
- bit more
9 Years Ago
- WIP feedback hut
9 Years Ago
- More stuff needed for feedback tool
9 Years Ago
- Added steamworks library stuff
9 Years Ago
- If a mission is required to spawn multiple mission obejcts, one is always added to the final room.
9 Years Ago
- Added cocktail to Your Round mission.
9 Years Ago
- Fixed collision problem in room J (I think) - Rebuilt prefabs - Added booze asset pack
9 Years Ago
- Title scene change
9 Years Ago
- LevelSkin fix
9 Years Ago
- Added bool to set light colours or not to LevelSkin and a safety check
9 Years Ago
- LevelSkin can now set the colour of all lights
9 Years Ago
- Fixed layer issue with spikeys stopping laser beams
9 Years Ago
- Fixed scale of laser beam turret
9 Years Ago
- Added a new room to Factory tileset - Rebuilt prefabs
9 Years Ago
- Reworked floor spawning turret setup. All floor hatches now have a 20% chance to spawn a turret (currently single or quad) and we can easily change which turrets can be spawned. - Added prefabs for floor turrets - Rebuilt prefabs
9 Years Ago
- More prefab purge/tidy
9 Years Ago
- More old prefab purging
9 Years Ago
- Merged save rework back to main. Seems ok?
9 Years Ago
- Removed turret spawn script from FloorHatchA prefab and rebuilt prefabs to fix fuckup
9 Years Ago
- Fixed bug with missions that don't require level generation to not track mission correctly.
9 Years Ago
- Rebuilt prefabs
9 Years Ago
- More turret tidyup/purge/breaking
9 Years Ago
- Phase1 of turret cleanup/rework: - Made the three types of turrets in TT boss fight their own prefabs so they never get fucked - Fixed some stuff in TT boss fight - TT mission is fucked and can't debug it