1,632 Commits over 578 Days - 0.12cph!
- Fixed collision problem in room J (I think)
- Rebuilt prefabs
- Added booze asset pack
- Added cocktail to Your Round mission.
- If a mission is required to spawn multiple mission obejcts, one is always added to the final room.
- Added steamworks library stuff
- More stuff needed for feedback tool
- Feedback form now always gives input field focus
- Feeedback form now multiline
- Stopped some old keybinds triggerering shit when typing certain letters in feedback tool
- Added a simple scale anim to feedback banner in town and changed the colour to be different to other town interactables
- Reduced size of trigger collider in room J
- rebuilt prefabs
- Disabled the outline effect on minimap which (I think) does nothing
- At levelgen init, Level component now calculates the extents for the whole level, from all of it's rooms extents
- Changed the way minimap rendering works
- Room now builds it's own minimap object at runtime, combining all it's collision/map data
- Rebuilt prefabs
- Rebuilt prefabs to update hatch links to new laser turret
- Room minimap geometry no longer casts or receives shadows
- Added SECTR Complete from asset store, ready to try integration with DunGen
- Added level debug UI from shelf to main, press F4 to toggle room slider
- Mouse cursor visiblity is now toggled with F4 UI
- Disabled enemy chatter speech bubbles for now
- Gameobjects that get swapped in for old ones using LevelBuild_Spawn script now get parented to the previous objects parent. So they get grouped to the rooms
- Enemies and loot crates are now parented to their spawning room
- Quick room toggle test (commented out)
- Merged in 1st pass at room culling
- Room culling/toggling optimizations and now correctly toggles rooms when going back
- BaseEntities now have a ref to their minimap marker and markers are disabled by default (they don't get enabled at all....yet)
- Minimap markers are now only set visible the first time a player enters a room
- RoomSpawner now has separate lists of enemies and non-enemy entities that it spawns (and a combined list)
- BaseEntity can now set if it has a mini map marker and colour
- Loot is no longer shown on the minimap
- Player is now blue on minimap
- Collect mission objectives are now shown on minimap as larger yellow dots
- Increased size of enemy minimap markers
- The smaller minimap view is now zoomed out further so you don't have to check the full size map as often
- Mission objects now get added to their rooms RoomSpawner tracking
- Enemies no longer show on minimap
- more laser link wip testing
- Fixed Money Bags enemy ability. It now sets the entities loot table to have 100% chance to drop cash (and doubles the cash value)
- Bouncers now show their own name instead of Booze Burner
- Added BaseEntityCollider script that can be used to forward hit messages to the owning BaseEntity, so a single BaseEntity can have multiple hit colliders
- Both ends of the LaserLink can now receive damage
- Fixed the 1 pixel border on death screen
- Model post processor now sets material name setting
- 138 materials that got generated as a result
- Playership now uses same minimap marker setup as everything else
- Added a placeholder loading screen when starting a mission
- Fixed weapon anchor error
- Set player ship min map marker back to blue, and larger.
- Added OnHealthEntityAnimation to toggle different entity animations based on varying health values of a BaseEntity
- Reworked the Beertaps goal room. Turrets now spawn at 90 and 60% tap health and all taps share a combined health.
- Rebuilt prefabs/tileset
- Fixed Booze Burner flamethrower effect kicking off everytime a room is activated
- EntityAnimation now broadcasts a message when it BaseEntity is activated or deactivated
- Laserbeam turrets now flash when activating and don't hurt the player until they're fully armed
- Rotating turrets now have 50% chance to rotate in either direction
- Sort order of loading screen