11,445 Commits over 3,561 Days - 0.13cph!
- Outdoor/indoor lighting toggling now works with new room culling system again
- Refactored, optimised new room culling code
- WIP outdoor building proxy stuff
- More WIP level culling
- Disabled controller rumble in editor again
- Minimap works again with new room culling
- Branched and WIP new room culling
- Timeslow shield layer changed to IgnoreRaycast so player aiming laser doesn't hit it
- Globally reduced the hit effect flash
- Abilities are no longer auto equipped if the player already has one equipped from the same category
- Death Row now has a reduced cooldown of 0.1s if you hit anything with it, upto a max of 3 shots in a row, before resetting to full cooldown
- Death Row is now less opaque when you miss to make it more obvious when you will have a reduced cooldown
- ability Use functions are now passed a reference to the ability button/cooldown that activated it
- Added controller rumble and sound effect to Death Row
- Death Row: Added placeholder impact effect and increased radius
- more deathrow. nearly there
- More reaper bro changes.
- EntityTracker changes. Can also now return nearest active enemy at a location, within a distance.
- More reaper bros
- AIFollowMovement component now copies the movement values of target properly
- Added functions to BaseMovement to get the current max accel/speed, taking into account any modifiers
- More Reaper Bros wip
- Reaper Bros experimenting
- BaseMovement can now be set to ignore collision
- Added an AI follow component that makes a BaseEntity follow a target and can copy it's BaseMovement behaviour
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- LootDrop and LootTable components can now handle ability pickups.
- Added 2% chance for enemies to drop abilities and 5% for crates. (This is temporary, need to move to a more calculated distribution of ability drops, probably)
- Reworked pickup/collectable functionality to be more generic
- Ability pickups can now be... picked up
- Ability bar now auto reloads whenever a new skill is collected (can't manually swap/control it yet though)
- Set trigger colliders for rooms, lockins, turrets to IgnoreRaycast layer and removed a bunch of layers from the player aiming laser so it doesn't hit invisble stuff
- Removed blast radius from missiles and increased the max turn speed they can increase to from 8 to 11 (starting at 0.5, over 3 seconds)
- Started ability pickup. Added stuff to pick and spawn a random, not discovered ability as a pickup.
- Correctly set the missile blast radius on missiles so they explode whenever in range of player
- Now only start with speed boost ability
- Control clean basic cleanup
#ifdef'd out vibration function when in editor
- Added save game wipe tip to title
- Added an "available" list of abilities to AbilityList that tracks which abilities the player has found/unlocked for use this life
- Changed some ability IDs
- New lives start with max shields (3) instead of 2
- Reduced chance of laser room J spawning
- New prefabs as it keeps saying they're changed
- Updated InControl and made everything work again
- Fixed a new bug with abilities not doing the correct amount of damage when firing a projectile
- Fixed boomerang not doing damage
- Boomerang cooldown set to 7 seconds
- Time slow shield cooldown set to 7 seconds
- Fixed bug with abilities starting on cooldown when first assigned
- Added a new Speed Boost ability, grants 50% speed/accel for 5 seconds, 15 sec cooldown.
- Movement modifiers are no longer capped at 100%
- Added a new ability category, Speed
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- Time slow shield size increased and speed reduced
- Projectiles can now be set to allow zero velocity
- Timeslow shield changed: It will now move in the initial direction of the shoot stick if the player is firing or will remain stationary if the shoot stick is not being aimed
- Ability scriptable objects now have link to the abilty prefab
- Ability SOs now launch/init abilities
- Removed more old stuff
- More cleanup.
- Ability buttons now restart their cooldown when their ability is set/changed
- Ability UI buttons all now just use one button prefab, and set to disabled/blank when not in use
- AbilityList now loads all ability ScriptableObjects automatically from the folders at startup
- Ability UI buttons are now initialised from ability scriptable objects, including icon, button text, cooldown etc
- Refactoring ability button/activation/UI stuff
- Deleteing old/unusued ability stuff
- Ability system reworking
- Changed Factory1 defaults