11,450 Commits over 3,561 Days - 0.13cph!
- Troubleshooter gates 99% fixed
Added very placeholder shop instruction for quick build
Rebuilt prefabs
Made a CanSee node for behaviour designer which checks for LOS between two points
Booze burners now check for LOS to player before burning/damaging
Rooms?
Factory enemy ratios tweaked again
- Set factory room P enemy spawn budget to 0 as it's already evil enough
- Rebuilt prefabs
Added invulnerability duration upgrade
Upgrade panels now black out when they're fully upgraded
Ghost truck placeholder material
Ghost mission now spawns a ghost truck instead of a cube
Flipped numpad camera X input axis to match gamepad controls
Clamped ghost playback rate
Temp UI for ghost mission
Ghost entry now stores the time
MissionGhost now tracks best time
Renamed MissionPoint to MissionPointInfo, as it already existed.
MissionPointInfo is now parsed and added to mission manager points
Ghost mission now builds mission using only ghost mission points.
Added MissionPoint class to allow special mission tagging of mission points
MissionManager mission point find functions can now specify an optional type (defaults to all)
Factory enemy spawn pack tweaks
MissionPoint now has an index property
Added GhostEntries class as a matrix lookup table of saved ghost entries between all mission points.
Added large (Reliable, fragmented) channel to SimpleNetwork
Ghost missions now uses large channel
Fix for ghost data not attempting to send correctly
More send/receive of ghost
WIP send/reveive ghost data
Added GhostEntry class and ClientID helper class