1,377 Commits over 578 Days - 0.10cph!
- Added new BD nodes for getting entity health percent and setting Rotate3D speed
- More new enemy types WIP
- Laser Rays can now be set to start active
- Placeholder moving quad laser enemy prefab
- New WIP area 2 enemy, vacuum launcher
- Added some randomness to bouncer charge
- More work on area 2 enemy
- Booze Burner behaviour tree
- Accelerate action node can now be set to accelerate away from target
- Flamethrower script reworked to just be a toggle and damage logic, toggling moved to behaviour tree
- Deleted some shit
- Added Behaviour Designer
- Reimported some old stuff to fix errors after adding BD
- More ice level testing stuff
- New enemy type now has 100% chance of teleport ability, shoots revenge mortars
- Any entity can now be launched as a mortar, and mortar script is addded at launch by the MortarLauncher
- Removed specific mortar spikey prefab and replaced with an alternate, generic fast spikey prefab
- Mortar stuff refactoring
- Ice level enemy trest
- Some asteroid room rough tests
- Started Asteroid tileset / room / flow / archeteype / prefab setup stuff
- Reduced chance of bouncers spawning
- WIP bouncer rework (bigger, faster and with charge attack (needs wind-up still)
- Cocktail launcher now auto not single click
- Patchers now fire more aggresively
- Reduced amount of cash dropped from crates, but increased chance of cash drops over items/abilities
- Bit of BaseProjectile cleanup. If anything goes wrong it's probably this commit.
- Barrier/barricade ability now allows the player's projectiles to pass through
- Added WallHit delegate to BaseProjectile
- Buzzsaw now starts returning when it hits a wall
- Added remaining charges display to ability buttons
- Wall collision objects can now be flagged to be destroyed when the player hits them and they won't bounce off
- Buzzsaw now damages turrets correctly
- Scaled loot container prefab up 25% to be more visible
- Fixed enemy teleport effect
- Fixed a gate lockin problem relating to branched paths
- Added some more room debug logging with pretty colours
- Added editor-mode gate open/close debug commands to G and H keys
- Reduced gate anim controller stats to 2, fixed gate issues
- Added example prefab of how to setup a destroyable object (doesn't have visual state for destroyed/damaged though)
- Some door/gate cleanup and debug
- Halved the lifetime of cash/xp pickups
- WIP map / teleport stuff
- Pressing C when playing from editor now toggles invulnerability for player
- Debug info
- Fixed rotors not spinning
- Updated rooms/prefabs
- Added new project version file
- Deleted project version file
- Added colored lines to scene view when in editor to show branch rooms and potential teleporter locations
- Changed the way gates/doorways are handled to work with the new DunGen changes.
- All gates connected to a room should now correctly unlock when the room is cleared
- Added a clickable error log message when a room has doorways with gate prefabs not defined
- Added DirectionalLight_Asteroid prefab to Factory1 scene
- Fixed error with room update tool
- Zoomed out the large map view
- Active abilities are now saved between levels again
- Timeslow shield ability tweak
- Deleted Particle Playground... again ?
- Fixed loads of runtime warning spam that's started recently
- Lots of changes to room prefab building tool. Fixed stuff and should be good now.
- Deleted Particle Playground
- Fixed laser link damage calculation
- Fixed spawned spikeys not being damageable in some conditions
- Player start position is now correctly set if a dummy is specified
- Fixed time slow shield issues, reduced cooldown
- Fixed some crates spawning with no loot
- Ability pickup UI is now blue to look different from weapons (placeholder, as usual)