11,445 Commits over 3,561 Days - 0.13cph!
- Part 1 of refactoring skill definition/point XML definitions to be more generic so it can be used for shop/upgrades and anything else
- BaseMovement now has inspector value for floor check range. Defaults to 500 instead of 100
BaseMovement now has public value for how high to fly above any floor colliders
- Large view of minimap is now zoomed further out
- Added current cash value display to gameplay UI
- Removed old gameplay UI prefab
- Added Cash value to PlayerData
- Minimap and map rotation now matches the main camera's current rotation
- Disabled move direction lookahead until it's better
- Purged camera and all related
- Added Dungen from Asset store. @ezmeow
- Area variant spawning tool now sets the Fill prefabs as the first child to make them easier to find
- Area variant spawning tool now maintains Fill prefab links so they can be easily editted and applied back
- Started level creation tools
- Test scene for tools
- Rotor collision prefab update
- Enemy structures now have a square minimap indiciator to differntiate from ships/enemies
- Minimap in minimised mode is now zoomed further out
- Increased size of enemy indicators on mini map
- Made an AreaBuilder script that will fill an area/room with a "Fill" section from a bunch of variants
- MissionBuilder now calls Build() on all AreaBuilders in a level before spawning enemies
- Some test rooms/fillers
- Anythign with CameraPull script attached is now considered by the camera
- Entity animation states can now be customised and have a default set and states customised via inspector
- Made a room template with a gate that gets closed when entering and opens when all turrets are destroyed
- Made a placeholder pipes-gate opening/closing animation
- New pipes gate prefab
- Set up pipes gate animation controller to use the state setup for the animation trigger code
- Spinning rotor blades in Pipes areas now hurt the player
- Moved player death/deletion code to a central place
- More whitebox level work
- Moved control of enemy pack spawn count to the SpawnLocation component where it should have been all along, so enemy pack size can be controller per level instead of per-pack.
- Town now shows up on main camera
New cam code and tweaks to main
- Added main camera prefab to town
- More camera code changes
- Made enemy SOs for area1 types
- Enemy pack test for Area1 enemies
- Pack SOs now specify min/max spawn "costs"
- Enemies are now spawned randomly within spawn location radius
- Fixed bug causing spawned enemies to reset to Vector3.zero
- Added a MissionEmemySpawner that uses the Mission and enemypack definitions to spawn enemies
- More MissionBuilder work
- Enemy packs are now randomly picked by mission builder
- Refactored some mission building stuff to be in a less stupid place
- Fix for spawn locations in Area1_WIP1
- Reworked scriptable object tools
- Created enemy SO template
- Reworcked scriptable object creation menu tools to use new paths
- EnemyPack scriptable object setup (empty) to be used to control enemy randomisation in levels/missions
- WIP changes to make enemy spawning better and work with mission randomisation
- Level changes to Area1_WIP1 ready to be broken into sections
- More mission randomisation stuff
- Changed mission spawn location prefabs to work with new stuff