userAdam Wcancel

11,445 Commits over 3,561 Days - 0.13cph!

9 Years Ago
- Defaulted back to gamepad controlls
9 Years Ago
Merged control branch to main
9 Years Ago
- More mouse/keyboard input controller work and changing other classes to use the new more input-generic functions
9 Years Ago
- Added basic keyboard movement and firing to MKController
9 Years Ago
- More
9 Years Ago
- More
9 Years Ago
- More
9 Years Ago
- Branched and more control rework
9 Years Ago
- More controls refactoring
9 Years Ago
- Controls purge/cleanup before splitting out to input device classes
9 Years Ago
- Reduced length of AsteroidToFactory flow
9 Years Ago
- Started making level skins tileset based. WIP
9 Years Ago
- Minor space game update with a few bug fixes, movement change and ability nerfs
9 Years Ago
- Increased cooldown timers of some abilities
9 Years Ago
- Fixed the way Room creates it's bounding box
9 Years Ago
- Fixed some Health/MaxHealth enemy issues
9 Years Ago
- The amount of damage a BaseEntity can take in one hit/shot can now be capped to a % of total health - Capped Timmy Turrets max single damage to 5% - Death Row now does target entity MaxHealth as damage, instead of just destroying it (same outcome most of the time, but allows it to be capped properly on bosses etc)
9 Years Ago
- PLAYER MOVEMENT CHANGES: Increased deceleration speed (3->4.5), increased turn speed (15->100). - BaseMovement now has a max speed random range. Set some default ranges for enemies.
9 Years Ago
- Removed some debug stuff
9 Years Ago
- Space game blog buildy build
9 Years Ago
- LevelBuilder fix for planet spawning with no outdoor rooms
9 Years Ago
- Barricade renamed to Barrier - Collision fix for Barrier
9 Years Ago
- Barricade/barrier now has seperate distance, scale values and spacing delay enabled again
9 Years Ago
- Added a starting room to asteroid tileset scene - Made a tileset for the start room - Made an asteroid->factory flow - Last orders mission now uses the asteroid->factory flow - Rebuilt asteroid prefabs
9 Years Ago
- Space Shunts
9 Years Ago
- Missed a room
9 Years Ago
- Added spawners to outdoor rooms and set spawn budgets for the rooms - Rebuilt outdoor prefabs - Increased buzz saw cooldown 7->12
9 Years Ago
- Added floor collision and Floor script to Asteroid rooms - Rebuilt asteroid scene prefabs
9 Years Ago
- Made some terrible icons for barricade, deathrow and laserlink - Disabled loot dropping of abilities
9 Years Ago
- AbilityList now equips speed boost and random offensive + utility abilities each level - AbilityList can now return a random ability of specified category - Disabled Reaper Bros ability because it's shit
9 Years Ago
- Added Unlocked property to AbilitySO (defaults to true) so individual abilities can be ignored when abilities are auto loaded (for disabling specific abilities in builds) - AbilityList now ignroes any locked off abilities
9 Years Ago
- Cleanup
9 Years Ago
- outdoor floor branch
9 Years Ago
- Added stats screen to F2 - Level can now return list of active rooms
9 Years Ago
- LevelBuilder now just picks one outdoor room and spawns the planet in it at -3000
9 Years Ago
- Super basic planet spawning. 20% chance of an outdoor room spawning a planet. Lots of problems. Just a quick test.
9 Years Ago
- Fixed PlanetGenerator so we can have multiple planets
9 Years Ago
- Level now builds lists of indoor/outdoor rooms once level has been built - LevelBuilder wip planet spawning (commented out)
9 Years Ago
- Room culling code tidy/optimise
9 Years Ago
- Room culler now enables any outdoor lights in any rooms connected to the current room (as well as the current room itself)
9 Years Ago
- Laser link cooldown increasd to 25 seconds, duration decreased to 7 seconds
9 Years Ago
- Set Laser Link cooldown to 15 seconds
9 Years Ago
- Laser link now does % health every damage tick - Added hit effect to laser link
9 Years Ago
- Changed my mind. Laser Link laser now deactivates when no LOS to player, resums when LOS back. - Decreased Laser Link range from 1000 to 800
9 Years Ago
- Seperated the laser from remote object for laser link - Laser link remotes now stop at walls and laser performs LOS and stops at walls - Laser link now does damage (currently instant death, needs DOT)
9 Years Ago
- More Laser Link player ability work - Added StopMovement() to BaseProjectile and they can now be flagged to stop moving when they hit something - Added AABB collider check function to MiscUtils
9 Years Ago
- branched WIP reflection probe changes
9 Years Ago
- Started Laser Link player ability
9 Years Ago
- Set a propper cooldown on Barricade (15 secs atm)
9 Years Ago
- rough barricade ability test