201,627 Commits over 4,171 Days - 2.01cph!
Unit.Goto if FindItemGeneric is picking up an existing item
Reverted back to passing NullIntention for CraftItem when called in FindItemGeneric
Crafting things, all the things
FindItemGeneric will check carried items when finding using an ItemType
Don't log DSE debug unless Application.isEditor
Set script execution orders for all bootstrap objects.
- 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)
- beertap wall turrets share a single, room filling spawner. Broke the prefabs on them so that the prefabs keep their own regular spawner.
Handing bootstrapping in different build modes.
- Added a help panel when returning to town for the first time after a mission, pointing out shop and next mission
- moved time slow shield to left trigger while it's temp forced unlocked
Made FindItem super super super generic. Nuked a load of old item related actions
Added ActionChainCraft.CraftingData class
FindItem should now fetch items it finds correctly...
break the chain if we dont find the right number of items in FindItem
CraftableParameters.GetAllRequiredItemIds respects item requirement counts
FindItem bug fixes, Unit item handling improvements (make sure we update carried items list when item is destroyed)
Added working tint const color to Particles/Refraction
Added Particles/Tint Refraction that extends Particles/Refraction with per-texel RGB tint
- Increased player turn speed from 10 to 20
Added death anim to lionEL controller
Switched off debug replay mode
FOR FUCK SAKE WIP boss room
!A factory asset
FOR FUCK SAKE turret gloss
FOR FUCK SAKE turret prefab
- Updated prefabs
- Halved the health of beer taps
- Object pooler just always returns a new object for now
- 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
- Reorganised mission scriptable object folder to split normal missions from boss missions. (still under seperate Area folders)
- 3rd and 5th missions of an area are now boss fights, rest are normal
- 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
Network Level loading / bootstrap.
Created EditorSettings MenuItems
Removed old bootstrap stuff. Project settings stuff and old scenes.
switched the test bootstrap scene to be the main one now.