branchspaceshooter/maincancel

1,945 Commits over 578 Days - 0.14cph!

9 Years Ago
FOR FUCK SAKE asteroid tile set
9 Years Ago
FOR FUCK SAKE prefab room, recentered asteroid prefab/ divided the rectangular reflection volume in the factory room to 2 square one for tile rotation !A wip big asteroid structure+test kitbash in the prefab
9 Years Ago
FOR FUCK SAKE prefab room !A asteroid group model
9 Years Ago
- Laser link cooldown increasd to 25 seconds, duration decreased to 7 seconds
9 Years Ago
- Set Laser Link cooldown to 15 seconds
9 Years Ago
- Laser link now does % health every damage tick - Added hit effect to laser link
9 Years Ago
- Changed my mind. Laser Link laser now deactivates when no LOS to player, resums when LOS back. - Decreased Laser Link range from 1000 to 800
9 Years Ago
- Seperated the laser from remote object for laser link - Laser link remotes now stop at walls and laser performs LOS and stops at walls - Laser link now does damage (currently instant death, needs DOT)
9 Years Ago
- More Laser Link player ability work - Added StopMovement() to BaseProjectile and they can now be flagged to stop moving when they hit something - Added AABB collider check function to MiscUtils
9 Years Ago
FOR FUCK SAKE asteroid tileset, adding outdoor industrial structure FOR FUCK SAKE wip transition room
9 Years Ago
- Started Laser Link player ability
9 Years Ago
FOR FUCK SAKE prefab room, change reduce reflection probe belending to 100 FOR FUCK SAKE cleaning prefab room files
9 Years Ago
FOR FUCK SAKE room prefab moving transition room to asteroid tile set scene
9 Years Ago
- Set a propper cooldown on Barricade (15 secs atm)
9 Years Ago
- rough barricade ability test
9 Years Ago
- Outdoor/indoor lighting toggling now works with new room culling system again
9 Years Ago
- Refactored, optimised new room culling code
9 Years Ago
- WIP outdoor building proxy stuff - More WIP level culling - Disabled controller rumble in editor again
9 Years Ago
Merge to main
9 Years Ago
FOR FUCK SAKE asteroid flow with mixed tileset FOR FUCK SAKE material FOR FUCK SAKE factory tile fix shadow leak FOR FUCK SAKE change shadow distancefor shadow leaks !A wip exterior panel
9 Years Ago
FOR FUCK SAKE tile set prefab
9 Years Ago
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9 Years Ago
FOR FUCK SAKE factory prefab room, fix minimap mismatch (hopefully), fix beertap turret size
9 Years Ago
FOR FUCK SAKE factory prefab room for shadow leak
9 Years Ago
FOR FUCK SAKE adding asteroid socket to the doorway enum socket list
9 Years Ago
- Timeslow shield layer changed to IgnoreRaycast so player aiming laser doesn't hit it - Globally reduced the hit effect flash
9 Years Ago
- Abilities are no longer auto equipped if the player already has one equipped from the same category
9 Years Ago
- AbilityButton tidy up
9 Years Ago
- Death Row now has a reduced cooldown of 0.1s if you hit anything with it, upto a max of 3 shots in a row, before resetting to full cooldown - Death Row is now less opaque when you miss to make it more obvious when you will have a reduced cooldown
9 Years Ago
- ability Use functions are now passed a reference to the ability button/cooldown that activated it
9 Years Ago
- Added controller rumble and sound effect to Death Row
9 Years Ago
- Death Row: Added placeholder impact effect and increased radius
9 Years Ago
- more deathrow. nearly there
9 Years Ago
- wip Death Row ability
9 Years Ago
- More reaper bro changes.
9 Years Ago
9 Years Ago
- More experimenting
9 Years Ago
- More ability stuff
9 Years Ago
- EntityTracker changes. Can also now return nearest active enemy at a location, within a distance. - More reaper bros
9 Years Ago
- AIFollowMovement component now copies the movement values of target properly - Added functions to BaseMovement to get the current max accel/speed, taking into account any modifiers - More Reaper Bros wip
9 Years Ago
- Reaper Bros experimenting - BaseMovement can now be set to ignore collision - Added an AI follow component that makes a BaseEntity follow a target and can copy it's BaseMovement behaviour -
9 Years Ago
- LootDrop and LootTable components can now handle ability pickups. - Added 2% chance for enemies to drop abilities and 5% for crates. (This is temporary, need to move to a more calculated distribution of ability drops, probably)
9 Years Ago
- Reworked pickup/collectable functionality to be more generic - Ability pickups can now be... picked up - Ability bar now auto reloads whenever a new skill is collected (can't manually swap/control it yet though)
9 Years Ago
- Set trigger colliders for rooms, lockins, turrets to IgnoreRaycast layer and removed a bunch of layers from the player aiming laser so it doesn't hit invisble stuff
9 Years Ago
- Removed blast radius from missiles and increased the max turn speed they can increase to from 8 to 11 (starting at 0.5, over 3 seconds)
9 Years Ago
- Started ability pickup. Added stuff to pick and spawn a random, not discovered ability as a pickup. - Correctly set the missile blast radius on missiles so they explode whenever in range of player - Now only start with speed boost ability
9 Years Ago
- Control clean basic cleanup
9 Years Ago
#ifdef'd out vibration function when in editor
9 Years Ago
- Added save game wipe tip to title
9 Years Ago
- Added an "available" list of abilities to AbilityList that tracks which abilities the player has found/unlocked for use this life - Changed some ability IDs