1,377 Commits over 578 Days - 0.10cph!
- Added placeholder bomb projectile
- Projectiles can now decelerate
- Removed unused Patcher Glue prefab
- Slight refactor of projectiles
- Less Fantastic quality profile
- Quit button highlights to red
- Merged graphics options and escape/options menu UI to main
- Shader/image effects level is now saved and automatically applied to all cameras/scenes
- Moved vignette/analogue tv from high to medium
- Shader/image effect quality settings
- Tons of meta files ?
- Excluded some cheat stuff from build
- Fix for the resolution reverting to 720p
- Added a shittier quality profile
- Enemies start using abilities from the first level not the second now
- Put boss back to 3rd mission again ;)
- Dulled down the flash hit effect on TT
- TT mission now ends correctly
- Added shaders to settings
- Turretts typo fix in mission tracker
- Added anim event to launcher eject anim for when anim for camera shake
- Reduced size of TT's projectile
- Moved the boss to the 2nd mission so people can try it out more easily
- Increased LootContainer's shield drop chance to 7%
- Bosses are now only generated on the 3rd mission of an area, so there'll be a boss fight after every 2 normal missions, through all the areas.
- Added BOSS text to mission generation screen to show the third mission will be a boss fight
- 3rd and 5th missions of an area are now boss fights, rest are normal
- Reorganised mission scriptable object folder to split normal missions from boss missions. (still under seperate Area folders)
- Rebuilt prefabs
- Increased speed of spikey thing
- Added an OnDestroyEntityAnimation which can be used to trigger entity state changes/animations on a list of entities when the obejct gets destroyed
- Changed beertap room fight so wall turrets spawn after each tap is destroyed
- Object pooler just always returns a new object for now
- Updated prefabs
- Halved the health of beer taps
- Increased player turn speed from 10 to 20
- moved time slow shield to left trigger while it's temp forced unlocked
- Added a help panel when returning to town for the first time after a mission, pointing out shop and next mission
- beertap wall turrets share a single, room filling spawner. Broke the prefabs on them so that the prefabs keep their own regular spawner.
- Added gates to beer tap room
- RoomSpawner now knows when a room has been cleared of it's spawned enemies
- Added RoomLockin script that shuts any doors in a room until the room is cleared
- Deleted my old placeholder gate
- Beertap rooms and RoomA are now lockin rooms (100% chance for now)
- Pipe gate animation controller state exit times disabled
- Door work
- Changed corridor_gate state IDs and animation controller to remove delays between state changes
- WIP door/gate assingment to rooms and locking off entire rooms via connected doors
- Removed the 4 turret turret from Area1 spawn table
- Increased aggro range of the spikers
- Shitty, temp fix for memory leak. Need to move to using object pooling globally.
- Fixed a material leak in OutlineEffect
- Mid rework of TT boss fight