1,632 Commits over 578 Days - 0.12cph!
- Slightly changed the mission generation screen to show mission title and mission text
- Setup mission scriptable objects with Buck's text for booze tap and boss missions
- Logging the chosen seed again
- Updated to DunGen beta 2.7
- LevelBuilder now uses the new LengthMultiplier value of DunGen instead of modifying the length values myself
- Removed access to some old screens/features
- Reduced the cooldown timer of the first use of Booze Burner's flamethrower
- Patcher glue now has a 15 degree random angle offset
- Reworked radius blast stuff
- Enemy_Bomb now does area damage on detonate
- Projectiles can now have a random direction offset range
- Removed old blast stuff
- Added placeholder bomb projectile
- Projectiles can now decelerate
- Removed unused Patcher Glue prefab
- Slight refactor of projectiles
- Less Fantastic quality profile
- Quit button highlights to red
- Merged graphics options and escape/options menu UI to main
- ControllerNavigation now sends action1/action 2 button presses
- UIScreenBase now handles interacting with it's screen UI elements
- New UI code for base screen and interactable elements now work with new ControllerNavigation component
- More WIP options screen UI
- Added ControllerNavigation component for gamepad up/down/left/right with repeat time/delay etc as I've pasted the same code about 100 times now
- Shader/image effects level is now saved and automatically applied to all cameras/scenes
- Moved vignette/analogue tv from high to medium
- Shader/image effect quality settings
- Tons of meta files ?
- Excluded some cheat stuff from build
- Fix for the resolution reverting to 720p
- Added a shittier quality profile
- Enemies start using abilities from the first level not the second now
- Put boss back to 3rd mission again ;)
- Dulled down the flash hit effect on TT
- TT mission now ends correctly
- Added shaders to settings
- Turretts typo fix in mission tracker
- Added anim event to launcher eject anim for when anim for camera shake
- Reduced size of TT's projectile
- Moved the boss to the 2nd mission so people can try it out more easily
- Increased LootContainer's shield drop chance to 7%
- Bosses are now only generated on the 3rd mission of an area, so there'll be a boss fight after every 2 normal missions, through all the areas.
- Added BOSS text to mission generation screen to show the third mission will be a boss fight
- 3rd and 5th missions of an area are now boss fights, rest are normal
- Reorganised mission scriptable object folder to split normal missions from boss missions. (still under seperate Area folders)
- Rebuilt prefabs
- Increased speed of spikey thing
- Added an OnDestroyEntityAnimation which can be used to trigger entity state changes/animations on a list of entities when the obejct gets destroyed
- Changed beertap room fight so wall turrets spawn after each tap is destroyed
- Object pooler just always returns a new object for now
- Updated prefabs
- Halved the health of beer taps