1,632 Commits over 578 Days - 0.12cph!
- Increased chance of shield drops across all enemies/turrets/barrels
- Added missing lootdrop/loottable components to some turrets
- Camera changes: Camera will now only go higher when there's enemies around, not dip back down. When no enemies remain, 5 second timer before camera lowers to default position. Fixed a bug where the player's own position was included in entity position tracking list.
- Played missions are now tracked, and the mission generator will try to pick a new one, until it needs to recycle old ones
- renamed player prefab to just PlayerShip and removed some old related code
- Missile testing
- Added missile prefab and missile blast prefab
- Added missile turret and missile hatch turret
- Added missile turrets to large rooms in Factory tileset
- Rebuillt factory tileset prefabs
- Large map view is now zoomed out further to show more of the level
- Renamed shield pickub prefab to Shield instead of Energy
- Shield pickup range now doubled to 150
- Fixed bug causing enemies to not do melee damage correctly
- Fixed bug with BaseEntity not updating distance to player when not aware of player.
- Started refactoring movement related code. Also removed DebugStickToFloor - don't think it's used?
- Removed ReducedBackwardsSpeed and MoveForwards
- Moved movement speed modifier tracking/applying to a new component, MovementSpeedModifiers that gets added only if a speed modifier is applied for the first time.
- More movement cleanup. Removed EntitySeperator entirely
- Changes to Move() and calls
- Majorly reworked more movement stuff. Completely removed BaseEnemyMovement component. BaseMovement is now purely resposinble for providing movement and collision functionality, driven by new AI components or player controls.
- Removed BaseEnemyMovement script from all enemies, now just has BaseMovement
- Added the new basic enemy AI component to all enemies and transferred behaviour settings that used to exist in BaseEnemyMovement
- Basic enemy roaming when not aware of player
- Fixed a height bug with EntityWander
- EntityWander now rejects any target positions that aren't in it's Entity's parent room
- Entity wander now wanders more frequently :)
- Temp fix for cam background
- Added RoomSpawner script to ice room and added a single spawn point so level building doesn't fail for testing
- Added RoomType enum to Room
- Set factory rooms to Indoor and Asteroid room to Outdoor
- Rebuilt tileset prefabs
- Added the light from the asteroid test scene to the asteroid tileset scene and made it a prefab link
- Prefab building tool now processes any lights with PrefabLink first, taking the last light as the light prefab to use for the whole tileset (should only be one directional light with a PrefabLink script in a tileset). It then updates the rest of the prefab links in the tile set scene and sets any Room prefabs with a link to the prefab for the light used.
- Rebuilt Factory prefabs
- Rebuilt Asteroid prefabs
- Asteroid tileset rebuild
- LevelBuilder now spawns lights from any used tileset in the level. One unique light per tileset. Lights spawn disabled for now.
- DunGen flows are now selected by the mission scriptable object definition
- Reorganized flow/archetypes folders
- Reduced branched factory length to 6 from 7
- Removed the what's new welcome screen in town.
- Starting weapon hack fix for town weapon positions
- Added some flows + archetypes for asteroids and factoryasteroids
- Room now has a reference to it's tileset's light prefab and also the instance of it
- LevelBuilder now builds a dictionary of needed and spawned tileset lights and assigns Rooms their light instances
- Tileset lights are now enabled/disabled as you move through rooms
- Ground work for ability system rework. Added scriptable object setup stuff.
- Changed Factory1 defaults
- Ability system reworking
- Refactoring ability button/activation/UI stuff
- Deleteing old/unusued ability stuff
- AbilityList now loads all ability ScriptableObjects automatically from the folders at startup
- Ability UI buttons are now initialised from ability scriptable objects, including icon, button text, cooldown etc
- Ability UI buttons all now just use one button prefab, and set to disabled/blank when not in use
- More cleanup.
- Ability buttons now restart their cooldown when their ability is set/changed
- Ability scriptable objects now have link to the abilty prefab
- Ability SOs now launch/init abilities
- Removed more old stuff
- Projectiles can now be set to allow zero velocity
- Timeslow shield changed: It will now move in the initial direction of the shoot stick if the player is firing or will remain stationary if the shoot stick is not being aimed