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10 Years Ago
Cleaning
10 Years Ago
Cleaning
10 Years Ago
Bootil XLink
10 Years Ago
Cleaning up
10 Years Ago
Cleaning up
10 Years Ago
NativeCore xlink
10 Years Ago
Moving tests folder
10 Years Ago
Update README.md
10 Years Ago
switched the test bootstrap scene to be the main one now.
10 Years Ago
Removed old bootstrap stuff. Project settings stuff and old scenes.
10 Years Ago
Network Level loading / bootstrap. Created EditorSettings MenuItems
10 Years Ago
- 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
10 Years Ago
- 3rd and 5th missions of an area are now boss fights, rest are normal
10 Years Ago
- Reorganised mission scriptable object folder to split normal missions from boss missions. (still under seperate Area folders)
10 Years Ago
- 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
10 Years Ago
- Object pooler just always returns a new object for now
10 Years Ago
- Updated prefabs - Halved the health of beer taps
10 Years Ago
- Turnspeed 20->15
10 Years Ago
FOR FUCK SAKE WIP boss room !A factory asset FOR FUCK SAKE turret gloss FOR FUCK SAKE turret prefab
10 Years Ago
Switched off debug replay mode
10 Years Ago
Added death anim to lionEL controller
10 Years Ago
10 Years Ago
- Increased player turn speed from 10 to 20
10 Years Ago
water splash update
10 Years Ago
surface water effect WIP
10 Years Ago
Added working tint const color to Particles/Refraction Added Particles/Tint Refraction that extends Particles/Refraction with per-texel RGB tint
10 Years Ago
Asset save
10 Years Ago
FindItem bug fixes, Unit item handling improvements (make sure we update carried items list when item is destroyed)
10 Years Ago
Added dependencies
10 Years Ago
CraftableParameters.GetAllRequiredItemIds respects item requirement counts
10 Years Ago
break the chain if we dont find the right number of items in FindItem
10 Years Ago
FindItem should now fetch items it finds correctly...
10 Years Ago
Made FindItem super super super generic. Nuked a load of old item related actions Added ActionChainCraft.CraftingData class
10 Years Ago
- moved time slow shield to left trigger while it's temp forced unlocked
10 Years Ago
- Added a help panel when returning to town for the first time after a mission, pointing out shop and next mission
10 Years Ago
ItemManager cleanup
10 Years Ago
- Shope tweaks
10 Years Ago
Merged from main
10 Years Ago
Handing bootstrapping in different build modes.
10 Years Ago
- beertap wall turrets share a single, room filling spawner. Broke the prefabs on them so that the prefabs keep their own regular spawner.
10 Years Ago
- 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)
10 Years Ago
Set script execution orders for all bootstrap objects.
10 Years Ago
Don't log DSE debug unless Application.isEditor
10 Years Ago
FindItemGeneric will check carried items when finding using an ItemType
10 Years Ago
Crafting things, all the things
10 Years Ago
Rocket effects WIP
10 Years Ago
Added volleys for LionEL
10 Years Ago
Added MusicBox
10 Years Ago
Reverted back to passing NullIntention for CraftItem when called in FindItemGeneric
10 Years Ago
misc