1,945 Commits over 578 Days - 0.14cph!
- Mortar launchers can now be set to target a specific location other than the player or themselves.
- More arena test work
- Ripped out more unusued scripts/ui/folders/everything
FOR FUCK SAKE town scene with test stuff
!A test model
- Time arena test/rough wip
- Enemy ability picker can now be forced to pick a specific ability
- Fixed mortar spikey layer issue
- Warning ring mesh generated by DangerMarker set to not cast/receive shadows
- Missions are now passed the mission SO to their Init function
- Added new SO def type for time based missions
- TimeObjective now successfully completes on survival
- WIP new mission type: timer
- Sinewave movement tests
- Can now press space on mission select screen to roll/start
- MortartLauncher can now be set to to player or own position as target center. Added a minimum radius range so it can be set to avoid launching onto itself ;)
- Some BaseProjectile refactor, deleted some old scripts
- Changed more stuff from Bolts to Nuts
- Renamed bolts to nuts in code, changed UI
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- Extended BaseLauncher to MortarLauncher and deleted test mortar launcher code
- MortarLauncher can now have a random radius around target position
- Marker tweaks
- Mortar can now attach/detach entities to it
- Fixed a bug with Entities taking damage when they're disabled
- Mortar launcher now controls height and speed of it's mortars
- More mortar/launchers testing
FOR FUCK SAKE town scene/planet
- DangerMarker can create a ring mesh of any radius and thickness, with any number of sides.
- Added marker prefab and material
- Updated appid
- WIP danger markers
FOR FUCK SAKE town scene/ asset
!A wip planet texture
- Bolts now drop in levels off enemies and crates (2% chance per lootdrop for now)
- FIxed bug where currency not displayed correctly with new save
- Added Bolts currency to gameplay UI
FOR FUCK SAKE town asset
!A material
- Bolt trade screen now works
- Renamed some classes/files
- More work for bolt trades
- Added a simple placeholder Mission Reward scren that just shows rewarded bolts/wads when returning to town after a mission. You will need to trade them in at the vendor instead now.
- Can now press M when running in the editor to instantly complete the current mission and open portal to town
- Renamed mission defs to Wads/Bolts
- Renamed Cash to Wads and Tokens to Bolts in code
- Added loot token currency to PlayerData
- Missions now award loot tokens and cash on completion
- Stopped the reward screen coming up straight away in town, will need to visit someone in town to trade in tokens (soon)
- Mission definitins now control how much cash and how many loot tokens they're worth
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FOR FUCK SAKE rebuild tileset
!A cave start tile
!A test cave flow/archetype
FOR FUCK SAKE rebuild tileset (fixing mesh intersection)
- Reduced damage of Screw You
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- Crappy placeholder sound effect for bolt
- Weapon definitions now specify the camera shake settings
- Increased camera shake for Screw You