198,648 Commits over 4,140 Days - 2.00cph!

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
10 Years Ago
Unit.Goto if FindItemGeneric is picking up an existing item
10 Years Ago
- Pipe gate animation controller state exit times disabled
10 Years Ago
Assign required_item_id in FindItemGeneric before scoring craftablity (when not looking for a tool)
10 Years Ago
Some FindItemGeneric cleanup
10 Years Ago
- Door work - Changed corridor_gate state IDs and animation controller to remove delays between state changes
10 Years Ago
Owl forehand volleys
10 Years Ago
- WIP door/gate assingment to rooms and locking off entire rooms via connected doors
10 Years Ago
-CraftItem now works with or without CraftIntention -ActionChainData can store an 'ItemToCraftId'
10 Years Ago
ItemManager.ScoreGenericPickupDSE accepts overrides for decision context weight and DSE score bonus
10 Years Ago
ItemManager now stores the generic pickup DSE and default pickup interaction refs for scoring lists of items conveniently
10 Years Ago
Added a hit offset in Z
10 Years Ago
Added GenericPickupDSE field as default ref on ItemSettings
10 Years Ago
-tiger tiger crafting bright (more crafting WIP)
10 Years Ago
removed characters from scene