11,445 Commits over 3,561 Days - 0.13cph!
- More old prefab purging
- Merged save rework back to main. Seems ok?
- Branching for first half of Save system rework. Changed a lot of things as part of it. Probably broke some stuff
- Removed turret spawn script from FloorHatchA prefab and rebuilt prefabs to fix fuckup
- Fixed bug with missions that don't require level generation to not track mission correctly.
- More turret tidyup/purge/breaking
- Phase1 of turret cleanup/rework:
- Made the three types of turrets in TT boss fight their own prefabs so they never get fucked
- Fixed some stuff in TT boss fight
- TT mission is fucked and can't debug it
- Level building code work.
- Rebuilt all prefabs
- Testing runtime turret spawning
- Laser turret test
- Removed forced mission debug
- Added LevelSkin component (only materials for now) and some test mats
- Changed main PlayerShipCamera prefab X and Z offsets to -137.5
- Deleted old floor_triggered_turret prefab and replaced with Floor_Hatch_Triggered (minus a turret child)
- Removed all turrets from the Factory tileset and updated prefabs
- TT_Laser can now specify how many times to warning flash before activating laser
- Made a laser script that raycasts to position and scale laser beams according to surroundings
- Made a quad laser turret and test scene
- Player and enemy movement collision fix / improvement
- Money Bags enemy ability
- MissionBuilder now picks a random room for any mission objects that need to be spawned, to make sure they're spread out through the level
- WIP enemy roaming (disabled)
- Moved a bunch of stuff from RoomSpawner to Room
- Room now contains a list of all the spawn location components, and they're no longer destroyed at level gen
- Added a LevelComponent which gets added at runtime and builds lists of all room obejcts and Room components
- Fixed editor time NRE with enemy abilities
- Boomerang now hits a maximum of 3 targets (upgradeable later?)
- Boomerang now ignores invulnerable targets
- Renamed BuildMission to MissionBuilder and all calls to it
- more code purge / cleanup
- Enemies no longer drop the old, unused items
- Enemies with healing ability no longer target themselves
- Boomerang glitch fix
- Added function to EnemyAbilityManager to return the names of all chosen abilities
- Mission generation screen now shows the names of the randomly chosen enemy abilities for the mission
- Increased chance of enemies having special abilitites from 10 -> 20 percent
- Upto 3 random enemy abilities are now picked per mission (there's only 2 ingame at the moment though!)
- Fixed bug with enemies not healing properly
- BaseEntities now have an Invulnerable flag
- Changed the way enemy shield ability works, it now applies Invulnerable flag instead of using a collision blocker as the shield
- Removed debug forced mission in Factory1
- Added AggroUtils static class
- When an enemy is near to/shot by the player, anything in a radius is auto aggrod. (800 range atm)
- Boomerang now flies in the aiming direction, and bounces between anything in-range, checking the dot product of first enemy hit to make sure aiming still matters (it won't fly off in the opposite direction of aiming, even if there's something closer there)
- Renamed BuzzSaw script and Buzz Saw now uses only active entitites as targets, and gets the list once at launch
- EntityAnimation can now set all it's BaseEntities to not active on start
- More Active entity reworking
- Branched for boomerang work and WIP related stuff:
- Projectiles can now be set to have no expiray time
- Projectiles can now send a hit message to scripts on an object, with the associated BaseEntity when they hit something
- Boomerang now tracks things it's already hit
- Boomerang seeks out targets
- Set turret colliders to trigger
- Rebuilt prefabs
- Missions now have a DepthBudgetMultiplier, which can be used to modify the spawn budget of a room the deeper into the level it is. (so levels now get harder the further you get)
- Placeholder collect item update
- Removed some shit from town scene
- LevelBuilder now waits until the next frame, after receiving level generation success event, before setting up the mission to work around the DunGen beta issue
- Can no longer damage off-screen stuff
- Can now specify a range that mission objects will start to be tracked by the on screen arrows. Once "discovered" an item will always be tracked, regardless of distance.
- Collect mission now hides arrows until items are nearby
- Lowered the minimum amount of cash enemies/crates can drop to increase the variety