repowiseguyscancel

8,451 Commits over 2,131 Days - 0.17cph!

6 Years Ago
Interaction
6 Years Ago
Moved some events around
6 Years Ago
Scoreboard code WIP
6 Years Ago
Remove prints
6 Years Ago
Scoreboard adding content and finally actually sizing everything correctly, automatically. With only... a little bit of hacks.
6 Years Ago
Item drop merge
6 Years Ago
Removed debug dropping
6 Years Ago
Pretty much finished item dropping
6 Years Ago
Scoreboard animation edits
6 Years Ago
Scoreboard
6 Years Ago
Scoreboard UI actually fitting content properly
6 Years Ago
Scoreboard
6 Years Ago
Scoreboard
6 Years Ago
Added scoreboard show animation
6 Years Ago
Board of score
6 Years Ago
Scoreboard
6 Years Ago
Some early work on a scoreboard screen
6 Years Ago
Sign edit etc
6 Years Ago
..
6 Years Ago
More interactable shite
6 Years Ago
Can now properly use and hold-use interactables
6 Years Ago
Gang icons show on the map, instead of the old pixel art ones. Also removed a whole lot of unused gang stuff - the create gang screen, the emblem editor, the multiple gang buildings and signs (they were all actually the same building/sign anyway). Gangs are now defined in ScriptableObjects with pre-defined icons etc. Less data needs to be serialized since none of it's custom per game.
6 Years Ago
Started doing a gang thing but probably going to do it a different way. Committing some half-finished stuff just in case I need it.
6 Years Ago
Line endings change only
6 Years Ago
New gang icons
6 Years Ago
Testing a new method of item dropping.
6 Years Ago
...
6 Years Ago
Adding held interactions.
6 Years Ago
Interaction Refactor
6 Years Ago
.
6 Years Ago
Fixes, and dropping a carryable now automatically selects whatever's in your current belt slot as well
6 Years Ago
Minor fix++
6 Years Ago
Minor fix
6 Years Ago
AI edit, now looks properly for allies.
6 Years Ago
Map shows teammates
6 Years Ago
Fix error on quit in editor
6 Years Ago
A marker can now be placed in the building editor that determines where the gang safe goes. If there is no marker, the safe will try to find some space on the first floor as before.
6 Years Ago
Changed how IsBusy works with input.
6 Years Ago
Revert building manager change as there were bugs, since loading building definitions needed to wait a frame to work properly. Started a branch to maybe look into it.
6 Years Ago
Revert building manager change as there were bugs, since loading building definitions needed to wait a frame to work properly. Started a branch to maybe look into it.
6 Years Ago
Just starting a branch where I might check out the bugs with loading building definitions as needed. Problem is the building definition, when it loads, often creates stuff that it then later decides to call Destroy on. But Destroy takes one frame. So if you load definitions as needed instead of on startup, the extra stuff is still there when the actual building is spawned and you get extra meshes like bonus floors. Need to either delay things somehow, or make sure all the destroys also set the parent to null to kick stuff out of the heirarchy, or set some sort of invalidating flag.
6 Years Ago
Simplified, more open gang buildings. Had to rebuild building IDs, hence the extra "changes"
6 Years Ago
Update UI immediately on pickup/drop
6 Years Ago
Can't select other items anymore while holding a carryable
6 Years Ago
New testmap_smallest. Loads super fast, still has gang buildings but no jail.
6 Years Ago
Remove an old time printout
6 Years Ago
Building manager now only loads buildings that the map actually uses. Improves loading times around a minimum of 25% (testmap_small, which needs most building types anyway), and removes the need for the loadBuildingDefinitions Tools flag (which was used to make maps with no buildings load faster).
6 Years Ago
Starting to look at refactoring interactables.
6 Years Ago
Had to change label colors to Color32
6 Years Ago
Couple of bug fixes from testing