1,632 Commits over 578 Days - 0.12cph!
- Added skill description text for the current skills
- Loads more skill UI work
- Skill/tree system rework + UI part 3
- Branched and started reworking the skill activation/configuration system to be more flexible, ready to use with the new XML skill and skill tree setup
- Increased size of player projectiles from 1 to 1.2
- Moved player ship weapon anchor to right arm
- Simplified SkillTree XML definition now that individual skill details are stored in the Skill XML data
- Skill tree UI now references the skill list for skill details not the Skill Tree data
- Keyboard controls are a bit less shit
- Added basic generic skill and skill upgrade data structures which can be setup via XML (but not applied in-game, yet)
- Added a floor debug mode
- Lowered the amount speed reduction for flying backwards
- Trialing reduced player movement speed when flying "backwards"
- More skill tree UI work, added vertical lines to skill unlock columns
- Re-enabled player map-marker
- Skill tree icon images are now specified via XML
- Started aligning skill tree elements
- Added Skill Tree screen as a sub screen to the main UI so it can be navigated via the root controller
- Started placeholder UI screen for Skill trees. Auto-constructed from XML skill tree definitions.
- Started work on new skill tree data format and classes
- Initial basic loading of skill trees from XML files
- Added a test skilltree xml file
- Graphics settings now have real default values, not just everything turned off. (everything except vsync is enabled by default now)
- Attempts to default to 1280x720 resoltuion until the player picks one in the settings menu
- Disabled the Unity resoltuion/settings launcher
- Player->Enemy collision is now disabled while the player is boosting
- Some settings changed because of RC2
- Trying out new movement for player
- Added a placeholder ship model for testing
- Added movement collision spheres to some enemies
- BaseEntities now check for collision with other entities
- Player can collide with enemies again at last (ooops)
- Deleted some old enemy prefabs
- BaseEntity can now call a delegate function on any listeners when it explodes
- Added a BaseEntityExplodedDelegate class that can be attached to a BaseEntity to receive a notification when it has exploded
- Added BowelBagExplodedDelegate which looks for other Bowel Bags in range when it explodes, and explodes those too
- LauncherBase now correctly sets it's default fire direction to transform.forward if nothing else is specified
- More 1-2 playing
- Spawners can now be limited to X number of spawn cycles
- Projectiles now follow the floor
- More 3d level tests in 1-2
- Trying out some setpieces in 1-2
- Fixed minimap not working after scaling playership up
- Fix for zero vector error
- Reapplied antialising to Area1 cameras
- Made NFAA sm3 to fix build error when antialising component is attached to a camera
- Increased the player ship scale again slightly 1.3 to 1.5
- Reduced the player ship turning speed from 30 to 10 (visual change only, movement not affected)
- Player's projectiles now travel using the player ship's floor alignment at time of firing, so you can shoot up/down ramps etc without projectiles checking the floor mesh
- BaseMovement now caches the floor normal of the floor poly it's above
- BaseMovement can now align it's owning BaseEntity to it's current floor mesh normal
- CreateLevel now combines any individual Floor meshes into one collision mesh dynamically at runtime
- More level chunk experementation
- Picked (badly) some placeholder colours for 1-2 test level
- Addec camera dummy for camera testing
- Made the player ship a little big bigger
- Camera tweak
- Added walls to test level
- Changed default floor-fly height from 5 to 30
- Added a super-crap floor placeholder mesh that causes headaches
- Trying out a really rough level idea
- Deleted old, unused scenes
Merge to main from object pooling branch
- Moved more stuff to object pools
- Player's main weapon projectiles and explosions are now pooled.
Branching to switch stuff over to the object pooler because I'm probably gonna break stuff.
- Basic implementation of object pool and pool users
- Cameras now automatically configure their effects based on graphics settings
- Graphics settings are now applied to the current camera when changed in the options screen
- Fixed crash with potential resolution changes when going from fullscreen to windowed
- Sub levels can now be completely disabled/enabled in the main scene when switching areas
- Changed hierachy structure of 1-1 to support this.
- Spawners now set their spawned entities as children so that they're handled when changing areas too
- Move graphics settings to their own component on GameManager
- Graphics options screen now references the new GraphicsSettings component
- Added new AreaMonster scene to Scenes/Levels/Monster
- Added Monster test level to travel menu