userAdam Woolridgecancel
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1,632 Commits over 578 Days - 0.12cph!

8 Years Ago
- Buzzsaw works how it first did again
8 Years Ago
- Death row changes
8 Years Ago
- Projectile fix - Made laser link better
8 Years Ago
- Added multiple exits to rooms
8 Years Ago
- Changed camera offsets from -135 to -190 so the camera sits slightly further to the bottom of the ship
8 Years Ago
- Added FactoryRoomK - Patchers fire less per burst - Tools now auto save scene after updating prefabs instead of prompting to save
8 Years Ago
- Reduced entity wander range
8 Years Ago
- Added FactoryRoomJ
8 Years Ago
- Room tweaks - Reduced spawn cost of some enemies - Reduced spawn weighting of spikeys
8 Years Ago
- Added factory rooms H and I
8 Years Ago
- Added FactoryRoomG
8 Years Ago
- FactoryRoomC gameplay changes
8 Years Ago
- FactoryRoomD gameplay changes
8 Years Ago
- Added a turret missile tile to Rotorz - New factory room and tweaks th others
8 Years Ago
- FactoryRoomA redesign
8 Years Ago
- Laser turrets default to not changing direction
8 Years Ago
- Can now press R in testbed to regen and restart the current room - Reworked some level building code
8 Years Ago
- Testbed now stores lists of rooms by tileset and tilesets by area
8 Years Ago
- Can now play straight into Testbed scene with the selected room from Editor loaded. Player collision auto disabled in testbed scene. Returns back to previously loaded editor scene when play is stopped. - New options in the custom Play window
8 Years Ago
- WIP testbed launching into selected room (don't click the new button yet)
8 Years Ago
- Organize
8 Years Ago
- Room rotations are now correctly copied when creating prefabs and re-applied when loaded in testbed
8 Years Ago
- Testbed progress, now scans through all tilesets and builds list of rooms in the game, can page up/down to cycle through current loaded room
8 Years Ago
- More folder tidy up - Added a testbed scene (doesn't do much yet)
8 Years Ago
- Bit more
8 Years Ago
- Folder cleanup
8 Years Ago
Merged back to main
8 Years Ago
- Tileset is marked as dirty and so saved correctly when updating rooms - Progress bar defintely clears now ;)
8 Years Ago
- Now auto save asset DB after prefab updates - Clear progress bar
8 Years Ago
- DunGen tileset now gets cleared when updating rooms so it's entirely managed by room update tool - Added a completion console message when update has finished, clicking it will select the DunGen tileset that was just updated
8 Years Ago
- Added progress bar to room building tool and added just update option to PlayFromScrene window
8 Years Ago
- More export tool work to make it faster/easier to make rooms
8 Years Ago
- Reduced health of spikeys
8 Years Ago
- Movement tweaks
8 Years Ago
- Defaulted camera to 70 fov
8 Years Ago
- Camera FOV test toggles
8 Years Ago
- Rooms
8 Years Ago
- Spikeys are more likely to move towards player
8 Years Ago
- Label fix
8 Years Ago
- Added a script to display turret names/type as labels in editor when editing rooms
8 Years Ago
- Added a laser turret tile to Rotorz (only setup as an individual tile so far) - More factory room work
8 Years Ago
- More tool work, test rooms
8 Years Ago
- Hid a bunch of stuff in inspector for Room and RoomSpawner - RoomSpawner is now a required component of Room so it gets autoadded - Reworked prefab update tool some more - Test room
8 Years Ago
- Deleted mission SO folder
8 Years Ago
- Removed TileEd scene and TileEd
8 Years Ago
- removed unused pathfinding plugin
8 Years Ago
- removed unused play maker
8 Years Ago
- Updated Particle Playground
8 Years Ago
- Bit more
8 Years Ago
- Massive purge and rework of the way levels/areas are handled and levels built. - Removed all the MissionBuilder stuff and integrated the relevant bits to LevelBuilder. - Removed loads of mission shit that's not needed anymore to clean up the whole process. - Removed some area flows and started to streamline the whole area setup shit too