11,445 Commits over 3,561 Days - 0.13cph!
- Reverted some random script changes that were causing errors??
- Level up panel now correctly shows if and how many unspent skill points are available
- Added a panel to gameplay UI ready to show when you have unspent skills
- Decreased item hoover range from 200 to 100
- Moved hit shader effect calling code to a component, EntityHitEffect, and made it a required component of BaseEntityt
- Made the values of hit effect accessible from the inspector
- Added the hit effect to enemy prefabs for area 1
- Patcher glue now is correctly set to destroy on impact
- Set camera shake values to somethig noticeable again on the new camera prefab
- Hit effect flash now has a shorter duration (0.05 instead of 0.1)
- Boozeburners, patchers and spikey things all now have loot chances
- Crates are no longer guaranteed to drop items
- Added small chance of health orbs to all loot drops
- Increased the amount of experience needed to level up
- Made starting weapon crappier
- Loot is now hoovered up when in range
- Increased size of placeholder loot model
- Clicking left stick now shows the names for all dropped loot items, if they've timed out and hidden.
- Increased size of loot crates
- Loot items now have larger name text and the text colour matches the item's quality
- Pressing R on the character select screen now wipes all save slots and reloads the scene (for dev)
- Started reworking the way enemy difficulty/level is scaled
- Added a lerp speed mulitplier for when boosting to allow the camera to follow faster.
- Character/inventory screen model now shows equipped items correctly
- Added the new player ship base model to the character screen (equipped items don't reflect playership yet)
- Skill tree points are now capped at one per character level
- Points spent in skill trees are now saved to disk and reloaded. Unlocked abilities are restored.
- Weapons now save and restore their correct ammo prefab type and shoot the right thing when loaded again!
- Equipped items saving/loading of baseitems now works properly again and now re-equips the items properly and applies the correct loot item models to the player ship
- Fixed a bunch of warnings
- Removed missing components from some prefabs
- Deleted the old and unuse melee/ranged ship prefabs
- WIP loading/saving changes
- Increased size of hit impact
- Increased size of explosion
- Reduced size of grenade projectiles
- Grenade test weapon now fires in burst of 4
- Ripped a lot of old code out of the save game system
- Character creation screen slots are now just new or load, removed class stage.
- Character loading/saving is back, but missing all the new stuff
- Changed Boozeburner layer so they don't get the outline effect
- Boozeburner changes from yesterday
- More equippables stuff
- Weapons fire again
- Gave the test weapons in town different models
- Updated player ship prefab with new PlayerShipModels script
- Items can now specify a model prefab to equip in the correct slot on the player ship
- Collecting items with a model specified now equips the model correctly to the player ship
- Player ship model equipping is now done by model name
- Added a resources folder to the ship parts hierachy
- Fixed the old abilities UI screen interfering with the camera
- Player model part swapping work
- Area 1-2 changes and replaced camera with the new common camera prefab
- Deleted old camera prefab
- Made a new camera prefab
- Referenced new camera prefab in 1-1
- Made some of the corridors and areas wider in 1-1 to be more boob friendly
- Updated boozer burner prefab to use the new model
- Made temporary mission objective stay at correct spawn point
- Reworked raised section in 1-2 and now has extra exit
- Setup a Destroy mission and it's objectives in 1-2
- Fixed a bug in LevelSpawnItem.cs
- Basic enemy spawner placement for 1-2
- Fixed visual on Booze Burner prefab
- Finished rough layout of 1-2
- Removed some debug spam
- Laser/missile turret improvements