userAdam Wcancel

11,443 Commits over 3,561 Days - 0.13cph!

10 Years Ago
- New placeholder ship model is now on correct layer so that it gets ignored by the outline effect
10 Years Ago
- Fixed a skill upgrade bug caused by last commit
10 Years Ago
- Made skill tree nagivation slightly better with a gamepad. Or maybe worse.
10 Years Ago
- Added skill icons to skill hot swap screen and fixed text colours - Hot swap skill panels now show bound gamepad buttons - Can now actually equip skills using the new system!
10 Years Ago
- Skills can now be marked as passive - Passive skills no longer show up in the skill hotswap list - Skill hotswap list can now be navigated
10 Years Ago
- Added a skill hot swap panel, bound to Dpad right, that displays a list of all currently available/unlocked skills with name + icon
10 Years Ago
- Merged from main
10 Years Ago
- Switched back to test ship 3 - Added test ship 4
10 Years Ago
- Switched to one of the concept ship models
10 Years Ago
- Skills with other skill prerequisites are now handled and enforced before allowing a skill to be upgraded
10 Years Ago
- Fixed an error spamming when you have skills equipped
10 Years Ago
- Added skill description text for the current skills - Loads more skill UI work
10 Years Ago
- Skill/tree system rework + UI part 3
10 Years Ago
- Skill rework part 2
10 Years Ago
- Branched and started reworking the skill activation/configuration system to be more flexible, ready to use with the new XML skill and skill tree setup
10 Years Ago
- Increased size of player projectiles from 1 to 1.2 - Moved player ship weapon anchor to right arm
10 Years Ago
- New skill system test
10 Years Ago
- Simplified SkillTree XML definition now that individual skill details are stored in the Skill XML data - Skill tree UI now references the skill list for skill details not the Skill Tree data
10 Years Ago
- Keyboard controls are a bit less shit - Added basic generic skill and skill upgrade data structures which can be setup via XML (but not applied in-game, yet)
10 Years Ago
- Added a floor debug mode
10 Years Ago
- Lowered the amount speed reduction for flying backwards
10 Years Ago
- Trialing reduced player movement speed when flying "backwards"
10 Years Ago
- More skill tree UI work, added vertical lines to skill unlock columns - Re-enabled player map-marker
10 Years Ago
- Skill tree icon images are now specified via XML - Started aligning skill tree elements - Added Skill Tree screen as a sub screen to the main UI so it can be navigated via the root controller
10 Years Ago
- Started placeholder UI screen for Skill trees. Auto-constructed from XML skill tree definitions.
10 Years Ago
- Started work on new skill tree data format and classes - Initial basic loading of skill trees from XML files - Added a test skilltree xml file
10 Years Ago
- Graphics settings now have real default values, not just everything turned off. (everything except vsync is enabled by default now) - Attempts to default to 1280x720 resoltuion until the player picks one in the settings menu - Disabled the Unity resoltuion/settings launcher
10 Years Ago
- Player->Enemy collision is now disabled while the player is boosting - Some settings changed because of RC2
10 Years Ago
- Trying out new movement for player - Added a placeholder ship model for testing
10 Years Ago
- Added movement collision spheres to some enemies - BaseEntities now check for collision with other entities - Player can collide with enemies again at last (ooops) - Deleted some old enemy prefabs
10 Years Ago
- BaseEntity can now call a delegate function on any listeners when it explodes - Added a BaseEntityExplodedDelegate class that can be attached to a BaseEntity to receive a notification when it has exploded - Added BowelBagExplodedDelegate which looks for other Bowel Bags in range when it explodes, and explodes those too
10 Years Ago
- LauncherBase now correctly sets it's default fire direction to transform.forward if nothing else is specified - More 1-2 playing
10 Years Ago
- Spawners can now be limited to X number of spawn cycles - Projectiles now follow the floor - More 3d level tests in 1-2
10 Years Ago
- Trying out some setpieces in 1-2
10 Years Ago
- Fixed minimap not working after scaling playership up
10 Years Ago
- Fix for zero vector error
10 Years Ago
- Reapplied antialising to Area1 cameras
10 Years Ago
- Made NFAA sm3 to fix build error when antialising component is attached to a camera
10 Years Ago
- Increased the player ship scale again slightly 1.3 to 1.5
10 Years Ago
- Reduced the player ship turning speed from 30 to 10 (visual change only, movement not affected)
10 Years Ago
- Player's projectiles now travel using the player ship's floor alignment at time of firing, so you can shoot up/down ramps etc without projectiles checking the floor mesh
10 Years Ago
- BaseMovement now caches the floor normal of the floor poly it's above - BaseMovement can now align it's owning BaseEntity to it's current floor mesh normal - CreateLevel now combines any individual Floor meshes into one collision mesh dynamically at runtime
10 Years Ago
- More level chunk experementation
10 Years Ago
- Fixed rotation issue
10 Years Ago
- Picked (badly) some placeholder colours for 1-2 test level
10 Years Ago
- Addec camera dummy for camera testing
10 Years Ago
- Made the player ship a little big bigger
10 Years Ago
- Rotated test level
10 Years Ago
- Camera tweak - Added walls to test level
10 Years Ago
- Changed default floor-fly height from 5 to 30 - Added a super-crap floor placeholder mesh that causes headaches - Trying out a really rough level idea