1,377 Commits over 578 Days - 0.10cph!
- Added a script to display turret names/type as labels in editor when editing rooms
- Added a laser turret tile to Rotorz (only setup as an individual tile so far)
- More factory room work
- More tool work, test rooms
- Hid a bunch of stuff in inspector for Room and RoomSpawner
- RoomSpawner is now a required component of Room so it gets autoadded
- Reworked prefab update tool some more
- Test room
- Deleted mission SO folder
- Removed TileEd scene and TileEd
- removed unused pathfinding plugin
- removed unused play maker
- Updated Particle Playground
- Massive purge and rework of the way levels/areas are handled and levels built.
- Removed all the MissionBuilder stuff and integrated the relevant bits to LevelBuilder.
- Removed loads of mission shit that's not needed anymore to clean up the whole process.
- Removed some area flows and started to streamline the whole area setup shit too
PrefabLink can now specify a dungen TIleset to be automatically added to when tileset prefabs are built
- Removed all floor checks and references to floor height, always 0 now
- Work on prefab updating tool to work with Rotorz tile system
- Weapon definitions can now be set to not use ammo
- Picking up a weapon always equips it to slot 2
- Starter weapon set as not using ammo
- Disabled ammo drops for now
- Fxied bomb blast effect looping and not getting destroyed
- Level loading screen fix
- Increased maximum zoom height of camera
- Fixed level names on level start screen
- Mortar spawned spikeys now have a 70% chance to move towards player per chance tick instead of 90%
- Fixed level up screen issues with rebuilt player prefab
- Increased playership deceleration from 6 to 10
- Revenge now spawns 6 projectiles instead of 10
- Removed the room clear / xp floating text as it was a bit spammy
- Removed ammo type icon from weapon pickup UI and reduced size of panel
- Fix for mortar spikey NRE
- Weapon pickup UI labels now auto hide after 3 seconds when not in range
- Fixed playership scene prefab error
- Weapon crate WIP changes
- Fix for new NRE when player hits walls
- Adding a randomised pitch "ow" sound effect when player takes damage. This might get annoying until we have more than one sound.
- Reduced speed of patcher glue from 350 to 300
- Set steam appid back to FP prototypes so leaderboards will work in build
- Input is enabled immediately on splash screen and crosshair set visible
- Can still use gamepad but it's not mentioned
- Added E to equip text to weapon pickups
- Cached the UI camera lookup for pickup UI
- Changed enemies to Enemy layer
- Turret lasers no longer hit enemies
- Deleted some old scripts
- Increased chance of loot containers having ammo from 25->40 %
- Removed old UI camera creation and deleted random spaceship model files
- Turrets and other room scenery items are now added to the room spawned list so they need to be destroyed before the gates open
- Ammo boxes and weapon pickup ammo levels are now colour coded with some quick colours
- WIP ammo pickup placeholder UI
- Increased chance of barrels dropping ammo from 10% to 50%
- Ammo drops now have a 20% chance to pick a random ammo type, 80% chance for a current weapon
- Implemented new stat: extra ammo per drop
- New booster item: Ammo Boost (+20 extra ammo per ammo drop)
- New temp booster model prefab/mat
- Implemented new stat: free shot chance %
- Added new Plug item: Lucky Shot: 15% chance to not use ammo when firing