userAdam Wcancel
branchspaceshooter/maincancel

1,377 Commits over 578 Days - 0.10cph!

11 Years Ago
- Made NFAA sm3 to fix build error when antialising component is attached to a camera
11 Years Ago
- Reapplied antialising to Area1 cameras
11 Years Ago
- Fix for zero vector error
11 Years Ago
- Fixed minimap not working after scaling playership up
11 Years Ago
- Trying out some setpieces in 1-2
11 Years Ago
- Spawners can now be limited to X number of spawn cycles - Projectiles now follow the floor - More 3d level tests in 1-2
11 Years Ago
- LauncherBase now correctly sets it's default fire direction to transform.forward if nothing else is specified - More 1-2 playing
11 Years Ago
- BaseEntity can now call a delegate function on any listeners when it explodes - Added a BaseEntityExplodedDelegate class that can be attached to a BaseEntity to receive a notification when it has exploded - Added BowelBagExplodedDelegate which looks for other Bowel Bags in range when it explodes, and explodes those too
11 Years Ago
- Added movement collision spheres to some enemies - BaseEntities now check for collision with other entities - Player can collide with enemies again at last (ooops) - Deleted some old enemy prefabs
11 Years Ago
- Trying out new movement for player - Added a placeholder ship model for testing
11 Years Ago
- Player->Enemy collision is now disabled while the player is boosting - Some settings changed because of RC2
11 Years Ago
- Graphics settings now have real default values, not just everything turned off. (everything except vsync is enabled by default now) - Attempts to default to 1280x720 resoltuion until the player picks one in the settings menu - Disabled the Unity resoltuion/settings launcher
11 Years Ago
- Started work on new skill tree data format and classes - Initial basic loading of skill trees from XML files - Added a test skilltree xml file
11 Years Ago
- Started placeholder UI screen for Skill trees. Auto-constructed from XML skill tree definitions.
11 Years Ago
- Skill tree icon images are now specified via XML - Started aligning skill tree elements - Added Skill Tree screen as a sub screen to the main UI so it can be navigated via the root controller
11 Years Ago
- More skill tree UI work, added vertical lines to skill unlock columns - Re-enabled player map-marker
11 Years Ago
- Trialing reduced player movement speed when flying "backwards"
11 Years Ago
- Lowered the amount speed reduction for flying backwards
11 Years Ago
- Added a floor debug mode
11 Years Ago
- Keyboard controls are a bit less shit - Added basic generic skill and skill upgrade data structures which can be setup via XML (but not applied in-game, yet)
11 Years Ago
- Simplified SkillTree XML definition now that individual skill details are stored in the Skill XML data - Skill tree UI now references the skill list for skill details not the Skill Tree data
11 Years Ago
- New skill system test
11 Years Ago
- Increased size of player projectiles from 1 to 1.2 - Moved player ship weapon anchor to right arm
11 Years Ago
- Switched to one of the concept ship models
11 Years Ago
- Switched back to test ship 3 - Added test ship 4
11 Years Ago
- Merged skill system rework to Main now that it mostly works
11 Years Ago
- Added support for additonal weapon anchors, started propper implementation of dual/multi wielding
10 Years Ago
- Weapon changes
10 Years Ago
- Item system work
10 Years Ago
- More weapon work - Weapons can now be equipped per-arm and have their own properties
10 Years Ago
- More weapon, item and dual wielding changes/fixes/improvements - Monster themed arena rough test level
10 Years Ago
- Added monster arena level to port menu - Monster arena white box
10 Years Ago
- Added bowel bag enemy prefab - Monster arena spawning work
10 Years Ago
- Fixed Power Ring not passing through enemies anymore - Monster arena spawn changes
10 Years Ago
- Monster arena work and SpawnPhaseController.cs checkin
10 Years Ago
- Time Slow bubble added to object pooler so that it works again! - Monster arena spawn work - SpawnPhaseControllers can now start/stop spawning and chain phases together
10 Years Ago
- Ripple/distortion effects work again
10 Years Ago
- Reduced speed of Monster Arena enemies - Spawners can now be set to make stuff they spawn grant 0 experience
10 Years Ago
- Fixed enemies shooting themselves ;) - Made the temporary visual effects clearer/brigther for Timeslow/Power Ring - BaseRadiusBlast can now do damage to anything in range - Reworked the blast impact effect - Made a grenade style weapon and blast effect - WeaponItem now has more control over BaseLauncher properties
10 Years Ago
- Changed green goo gun behaviour - UI screen navigation fixed, all can return to gameplay by pressing B
10 Years Ago
- Added spawner map-markers
10 Years Ago
- Added entrance to Monster Arena from the monster level - Re-organised both of those scenes so they support hot swap loading/unloading
10 Years Ago
- WIP arena UI headers
10 Years Ago
- Explosion stuff
10 Years Ago
- Seperated materials for bowel bag explosion and grenade
10 Years Ago
- Arena events/phases now display animated headers when starting a new phase or completing an arena. - Arena events now wait until all spawned items are dead (and not just spawned) before being classed as completed.
10 Years Ago
- Area 1-2 now reorganised for hot loading/unloading
10 Years Ago
- WIP Satnav screen
10 Years Ago
- More Satnav/Map work
10 Years Ago
- 1-2 work