userAdam Wcancel

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

9 Years Ago
- force
9 Years Ago
- Ground work for ability system rework. Added scriptable object setup stuff.
9 Years Ago
- Room code cleanup
9 Years Ago
- Tileset lights are now enabled/disabled as you move through rooms
9 Years Ago
- Room now has a reference to it's tileset's light prefab and also the instance of it - LevelBuilder now builds a dictionary of needed and spawned tileset lights and assigns Rooms their light instances
9 Years Ago
- Added some flows + archetypes for asteroids and factoryasteroids
9 Years Ago
- Blog build
9 Years Ago
- Space Chunks
9 Years Ago
- Starting weapon hack fix for town weapon positions
9 Years Ago
- Removed the what's new welcome screen in town.
9 Years Ago
- Reduced branched factory length to 6 from 7
9 Years Ago
- DunGen flows are now selected by the mission scriptable object definition - Reorganized flow/archetypes folders
9 Years Ago
- LevelBuilder now spawns lights from any used tileset in the level. One unique light per tileset. Lights spawn disabled for now.
9 Years Ago
- Asteroid tileset rebuild
9 Years Ago
- Prefab building tool now processes any lights with PrefabLink first, taking the last light as the light prefab to use for the whole tileset (should only be one directional light with a PrefabLink script in a tileset). It then updates the rest of the prefab links in the tile set scene and sets any Room prefabs with a link to the prefab for the light used. - Rebuilt Factory prefabs - Rebuilt Asteroid prefabs
9 Years Ago
- Added the light from the asteroid test scene to the asteroid tileset scene and made it a prefab link
9 Years Ago
- Added RoomType enum to Room - Set factory rooms to Indoor and Asteroid room to Outdoor - Rebuilt tileset prefabs
9 Years Ago
- Added RoomSpawner script to ice room and added a single spawn point so level building doesn't fail for testing
9 Years Ago
- Temp fix for cam background
9 Years Ago
- Entity wander now wanders more frequently :)
9 Years Ago
- EntityWander now rejects any target positions that aren't in it's Entity's parent room
9 Years Ago
- Fixed a height bug with EntityWander
9 Years Ago
- Basic enemy roaming when not aware of player
9 Years Ago
- Majorly reworked more movement stuff. Completely removed BaseEnemyMovement component. BaseMovement is now purely resposinble for providing movement and collision functionality, driven by new AI components or player controls. - Removed BaseEnemyMovement script from all enemies, now just has BaseMovement - Added the new basic enemy AI component to all enemies and transferred behaviour settings that used to exist in BaseEnemyMovement
9 Years Ago
- More
9 Years Ago
- More de-shitting
9 Years Ago
- Changes to Move() and calls
9 Years Ago
- More movement cleanup. Removed EntitySeperator entirely
9 Years Ago
- Moved movement speed modifier tracking/applying to a new component, MovementSpeedModifiers that gets added only if a speed modifier is applied for the first time.
9 Years Ago
- Removed ReducedBackwardsSpeed and MoveForwards
9 Years Ago
- Started refactoring movement related code. Also removed DebugStickToFloor - don't think it's used?
9 Years Ago
- Fixed bug causing enemies to not do melee damage correctly - Fixed bug with BaseEntity not updating distance to player when not aware of player.
9 Years Ago
- Renamed shield pickub prefab to Shield instead of Energy - Shield pickup range now doubled to 150
9 Years Ago
- Large map view is now zoomed out further to show more of the level
9 Years Ago
- Missile testing - Added missile prefab and missile blast prefab - Added missile turret and missile hatch turret - Added missile turrets to large rooms in Factory tileset - Rebuillt factory tileset prefabs
9 Years Ago
- renamed player prefab to just PlayerShip and removed some old related code
9 Years Ago
- Boss fight fix
9 Years Ago
- Played missions are now tracked, and the mission generator will try to pick a new one, until it needs to recycle old ones
9 Years Ago
- Defaults
9 Years Ago
- Camera changes: Camera will now only go higher when there's enemies around, not dip back down. When no enemies remain, 5 second timer before camera lowers to default position. Fixed a bug where the player's own position was included in entity position tracking list.
9 Years Ago
- Increased chance of shield drops across all enemies/turrets/barrels - Added missing lootdrop/loottable components to some turrets
9 Years Ago
- Sort order of loading screen
9 Years Ago
- Rotating turrets now have 50% chance to rotate in either direction
9 Years Ago
- EntityAnimation now broadcasts a message when it BaseEntity is activated or deactivated - Laserbeam turrets now flash when activating and don't hurt the player until they're fully armed
9 Years Ago
- Fixed Booze Burner flamethrower effect kicking off everytime a room is activated
9 Years Ago
- Added OnHealthEntityAnimation to toggle different entity animations based on varying health values of a BaseEntity - Reworked the Beertaps goal room. Turrets now spawn at 90 and 60% tap health and all taps share a combined health. - Rebuilt prefabs/tileset
9 Years Ago
- Set player ship min map marker back to blue, and larger.
9 Years Ago
- Fixed weapon anchor error
9 Years Ago
- Added a placeholder loading screen when starting a mission
9 Years Ago
- Playership now uses same minimap marker setup as everything else