11,445 Commits over 3,561 Days - 0.13cph!
- Added shaders to settings
- Turretts typo fix in mission tracker
- Added anim event to launcher eject anim for when anim for camera shake
- Reduced size of TT's projectile
- Moved the boss to the 2nd mission so people can try it out more easily
- Increased LootContainer's shield drop chance to 7%
- Bosses are now only generated on the 3rd mission of an area, so there'll be a boss fight after every 2 normal missions, through all the areas.
- Added BOSS text to mission generation screen to show the third mission will be a boss fight
- 3rd and 5th missions of an area are now boss fights, rest are normal
- Reorganised mission scriptable object folder to split normal missions from boss missions. (still under seperate Area folders)
- Rebuilt prefabs
- Increased speed of spikey thing
- Added an OnDestroyEntityAnimation which can be used to trigger entity state changes/animations on a list of entities when the obejct gets destroyed
- Changed beertap room fight so wall turrets spawn after each tap is destroyed
- Object pooler just always returns a new object for now
- Updated prefabs
- Halved the health of beer taps
- Increased player turn speed from 10 to 20
- moved time slow shield to left trigger while it's temp forced unlocked
- Added a help panel when returning to town for the first time after a mission, pointing out shop and next mission
- beertap wall turrets share a single, room filling spawner. Broke the prefabs on them so that the prefabs keep their own regular spawner.
- Added gates to beer tap room
- RoomSpawner now knows when a room has been cleared of it's spawned enemies
- Added RoomLockin script that shuts any doors in a room until the room is cleared
- Deleted my old placeholder gate
- Beertap rooms and RoomA are now lockin rooms (100% chance for now)
- Pipe gate animation controller state exit times disabled
- Door work
- Changed corridor_gate state IDs and animation controller to remove delays between state changes
- WIP door/gate assingment to rooms and locking off entire rooms via connected doors
- Removed the 4 turret turret from Area1 spawn table
- Increased aggro range of the spikers
- Shitty, temp fix for memory leak. Need to move to using object pooling globally.
- Fixed a material leak in OutlineEffect
- Mid rework of TT boss fight
- lasers in TT fight now flash for a second (and do no damage to the player) as they turn on to avoid doing cheap damage to player
- Added quick idea description to whitebox scene
- Quick whitebox scene test
- Added spawn location to TT
- Removed some components from TT objects that shouldn't have been there
- Area scriptable object definitions can now be set to not generate a proc level
- Level builder can now handle pre-made levels (like boss areas)
- Added mission and area definitions for Timmy Turrets boss fight
- TT boss fight can now be started from the scene
- Added TT mission to mission generator
- Re added levels to build settings
- FInished first pass of Timmy Turrets gameplay. Needs major code refactor and polish. And art. And probably some balancing too.
- Phase 3 laser positioning anims
- More Timmy Turrets phase 3 code + anims
- Started coding Timmy Turrets boss fight
- Placeholder Timmy Turrets animations for up/down
- Timmy Turrets wip boss fight
- Mission creation now spawns the player at EntranceMissionLocation object if there's one present, otherwise defaults to 0,0,0 (middle of first room in a level )
- Standalone floor base prefab
- Added a 4 turret floating turret