1,945 Commits over 578 Days - 0.14cph!
- Added gamepad navigation for reward screen
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FOR FUCK SAKE tileset
FOR FUCK SAKE cave wall model
- Placeholder weapons switch ability icon
- Made weapon switching an ability button (always unlocked) with a short cooldown
- Weapons now get dropped and become physics object when switching weapons
- Added new key/pad binds for weapon switching
- Weapon models now get updated for both arms when switching weapon slots
- Implemented weapon swapping (need to do the ability button/bind next)
- Changed the way weapon slots work, equipping the weapon from one slot equips that weapon in both arms
- Weapon definitions are now specific per arm
FOR FUCK SAKE cleaning useless lightmap snapshot
FOR FUCK SAKE Rebuild factory prefab (fix near clip plane proj light error from new unity option)
FOR FUCK SAKE town lighting/shadow
FOR FUCK SAKE town portal light
FOR FUCK SAKE icecave model (mat/collision)
FOR FUCK SAKE rebuild asteroid tile set
- Mission definitions can now be marked to not get selected at all
- Disabled the alcohol pump mission until it's more fun and outdoor is more filled in (outdoor only mission)
- Weapon scriptable object definitions now control which splash damage prefab is used and it's radius and min/max damage
- Reward screen item panels now show weapon stats
- More reward screen work
- More reward screen work
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- Reward UI now pops up in town after completing a mission and disappears when you accept a reward
- Mission reward screen now rewards 500 cash plus another 500 if the cash reward is chosen (placeholder amounts)
- More reward screen work. Ability info + comparissons.
- Molotov cocktail set to ignore raycast layer
- Fixed gamepad bug with firedirection after moving
- Cocktail Launcher now does zero impact damage, but has an increased splash damage rang, and upped splashed damage to 1-2
- RadiusBlast now takes a damage range isntead of single value
- Reduced the rate of fire of cocktail launcher
- Removed the cocktail launcher test weapon from town
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FOR FUCK SAKE factory asset/ alcohol pump/textures/scene
- Changed model used by cocktail launcher
- Added a molotov cocktail launcher weapon (placeholder art/sounds)
- Equipment now loads starter items (starter blasters) if required (new save)
- Removed the hacky starter weapon items from town as they're auto equipped now
- Equipment can now return a random, unusued item
- Mission reward screen now shows a random item each time and it can be selected and then auto equipped
- Reward screen now picks and displays a random unused ability (with it's icon). It can it be selected, and is then auto equipped
- AbilityList now straight up swaps skills based on category when equipping
- Ability bar UI now only has the required amount of skill slots
- Finally removed the experience bar that hasn't been used for months from the gameplay UI
- Abilties are no longer randomly equipped per level (that was placeholder behaviour) and re-enabled save/load based on loadout
- Added GetRandomUnusedAbility() to AbilityList
- ObjectiveManager now has a flag set when a reward is waiting in town
- WIP placeholder mission reward UI screen
- Loose Cannon placeholder effect scale in tweak
- Fix for item models not loading correctly when entering a level
- Assigned weapon models to the current weapon defnitions
- Loose cannon now has 1-2 damage range
- Added a new weapon, Loose Cannon. Assault blaster weapon with burst spread fire.
- Weapon definitions now has access to launcher offset values
- Merged all the item/equipment changes back to main
- Added initial scriptable object classes for Items and Weapons
- Factory1 set to randomise seed again
- Scaled playership size from 1 to 1.3
- Camera zoom is capped to -250 for M/K
- New camera shake implementation
- Added camera shake to player weapon firing
- Replaced old shakes with new shakes everywhere else