11,449 Commits over 3,561 Days - 0.13cph!
- Accelerate and StopAccelerating action code
- Started coding some AI conditionals for behaviour trees, now that I kinda know what I'm doing
set some conditional aborts WTF they are. Fixed it though!
- Backing up before I try and figure out how to use multiple BTs
- More Behaviour Tree learning
- Started porting the simple AI to Behaviour Designer as a learning exercise
- Added Behaviour Designer
- Reimported some old stuff to fix errors after adding BD
- More ice level testing stuff
- New enemy type now has 100% chance of teleport ability, shoots revenge mortars
- Any entity can now be launched as a mortar, and mortar script is addded at launch by the MortarLauncher
- Removed specific mortar spikey prefab and replaced with an alternate, generic fast spikey prefab
- Mortar stuff refactoring
- Ice level enemy trest
- Some asteroid room rough tests
- Started Asteroid tileset / room / flow / archeteype / prefab setup stuff
- Reduced chance of bouncers spawning
- WIP bouncer rework (bigger, faster and with charge attack (needs wind-up still)
- Cocktail launcher now auto not single click
- Patchers now fire more aggresively
- Reduced amount of cash dropped from crates, but increased chance of cash drops over items/abilities
- Bit of BaseProjectile cleanup. If anything goes wrong it's probably this commit.
- Barrier/barricade ability now allows the player's projectiles to pass through
- Added WallHit delegate to BaseProjectile
- Buzzsaw now starts returning when it hits a wall
- Added remaining charges display to ability buttons
- Wall collision objects can now be flagged to be destroyed when the player hits them and they won't bounce off
- Buzzsaw now damages turrets correctly
- Scaled loot container prefab up 25% to be more visible
- Fixed enemy teleport effect
Switched to sidewards view
- Fixed a gate lockin problem relating to branched paths
- Added some more room debug logging with pretty colours
- Added editor-mode gate open/close debug commands to G and H keys
- Reduced gate anim controller stats to 2, fixed gate issues
- Added example prefab of how to setup a destroyable object (doesn't have visual state for destroyed/damaged though)
- Some door/gate cleanup and debug
- Halved the lifetime of cash/xp pickups
- WIP map / teleport stuff
- Pressing C when playing from editor now toggles invulnerability for player
- Debug info