1,632 Commits over 578 Days - 0.12cph!
- Implemented weapon swapping (need to do the ability button/bind next)
- Changed the way weapon slots work, equipping the weapon from one slot equips that weapon in both arms
- Weapon definitions are now specific per arm
- Mission definitions can now be marked to not get selected at all
- Disabled the alcohol pump mission until it's more fun and outdoor is more filled in (outdoor only mission)
- Weapon scriptable object definitions now control which splash damage prefab is used and it's radius and min/max damage
- Reward screen item panels now show weapon stats
- More reward screen work
- More reward screen work
- Reward UI now pops up in town after completing a mission and disappears when you accept a reward
- Mission reward screen now rewards 500 cash plus another 500 if the cash reward is chosen (placeholder amounts)
- More reward screen work. Ability info + comparissons.
- Molotov cocktail set to ignore raycast layer
- Fixed gamepad bug with firedirection after moving
- Cocktail Launcher now does zero impact damage, but has an increased splash damage rang, and upped splashed damage to 1-2
- RadiusBlast now takes a damage range isntead of single value
- Reduced the rate of fire of cocktail launcher
- Removed the cocktail launcher test weapon from town
- Changed model used by cocktail launcher
- Added a molotov cocktail launcher weapon (placeholder art/sounds)
- Equipment now loads starter items (starter blasters) if required (new save)
- Removed the hacky starter weapon items from town as they're auto equipped now
- Equipment can now return a random, unusued item
- Mission reward screen now shows a random item each time and it can be selected and then auto equipped
- Reward screen now picks and displays a random unused ability (with it's icon). It can it be selected, and is then auto equipped
- AbilityList now straight up swaps skills based on category when equipping
- Ability bar UI now only has the required amount of skill slots
- Finally removed the experience bar that hasn't been used for months from the gameplay UI
- Abilties are no longer randomly equipped per level (that was placeholder behaviour) and re-enabled save/load based on loadout
- Added GetRandomUnusedAbility() to AbilityList
- ObjectiveManager now has a flag set when a reward is waiting in town
- WIP placeholder mission reward UI screen
- Loose Cannon placeholder effect scale in tweak
- Fix for item models not loading correctly when entering a level
- Assigned weapon models to the current weapon defnitions
- Loose cannon now has 1-2 damage range
- Added a new weapon, Loose Cannon. Assault blaster weapon with burst spread fire.
- Weapon definitions now has access to launcher offset values
- Merged all the item/equipment changes back to main
- Can now set an effect prefab per weapon definition to be used as a muzzle/firing flash
- Weapon definitions now have link to projectile prefab and launchers initialised from a weapon use it instead of projectile name.
- Equipment now uses scriptable objects
- Reworked equipment loading/saving and simplified everything
- Deleted all the old character UI code + files
- More item work
- WIP refactoring of Equipment handling
- Ripped out loads more now unused stuff
- Launchers can now be set to be manually ticked
- Launchers are now set to manual tick when they're init'd from a WeaponSO
- Branching for WIP weapon/item improvements
- Added initial scriptable object classes for Items and Weapons
- Factory1 set to randomise seed again
- Scaled playership size from 1 to 1.3
- Camera zoom is capped to -250 for M/K
- New camera shake implementation
- Added camera shake to player weapon firing
- Replaced old shakes with new shakes everywhere else
- Camera lerpspeed is now 10 (same) for gamepad and increased to 50 for M/K
- Added a deadzone to outter circle of screen for camera extending with M/K
- Player deceleration tweak (4.5->6)
- Camera work for M/K mode
- Refactored camera code to make it easier to change behaviour based on input method