1,945 Commits over 578 Days - 0.14cph!
- BaseMovement now caches the floor normal of the floor poly it's above
- BaseMovement can now align it's owning BaseEntity to it's current floor mesh normal
- CreateLevel now combines any individual Floor meshes into one collision mesh dynamically at runtime
- Player's projectiles now travel using the player ship's floor alignment at time of firing, so you can shoot up/down ramps etc without projectiles checking the floor mesh
- Reduced the player ship turning speed from 30 to 10 (visual change only, movement not affected)
- Increased the player ship scale again slightly 1.3 to 1.5
- Made NFAA sm3 to fix build error when antialising component is attached to a camera
- Reapplied antialising to Area1 cameras
- Fix for zero vector error
- Fixed minimap not working after scaling playership up
- Trying out some setpieces in 1-2
- Spawners can now be limited to X number of spawn cycles
- Projectiles now follow the floor
- More 3d level tests in 1-2
- LauncherBase now correctly sets it's default fire direction to transform.forward if nothing else is specified
- More 1-2 playing
- BaseEntity can now call a delegate function on any listeners when it explodes
- Added a BaseEntityExplodedDelegate class that can be attached to a BaseEntity to receive a notification when it has exploded
- Added BowelBagExplodedDelegate which looks for other Bowel Bags in range when it explodes, and explodes those too
- Added movement collision spheres to some enemies
- BaseEntities now check for collision with other entities
- Player can collide with enemies again at last (ooops)
- Deleted some old enemy prefabs
- Trying out new movement for player
- Added a placeholder ship model for testing
- Player->Enemy collision is now disabled while the player is boosting
- Some settings changed because of RC2
- Graphics settings now have real default values, not just everything turned off. (everything except vsync is enabled by default now)
- Attempts to default to 1280x720 resoltuion until the player picks one in the settings menu
- Disabled the Unity resoltuion/settings launcher
- Started work on new skill tree data format and classes
- Initial basic loading of skill trees from XML files
- Added a test skilltree xml file
- Started placeholder UI screen for Skill trees. Auto-constructed from XML skill tree definitions.
- Skill tree icon images are now specified via XML
- Started aligning skill tree elements
- Added Skill Tree screen as a sub screen to the main UI so it can be navigated via the root controller
- More skill tree UI work, added vertical lines to skill unlock columns
- Re-enabled player map-marker
▅ █▌█▋▄▅▇ ▇█▄█▄▌▌▍ ▌▍▌▌▇▉▆ ▍▊▌▍▇▅▅ ▇▇▍ ▌▋▌▇
- Trialing reduced player movement speed when flying "backwards"
- Lowered the amount speed reduction for flying backwards
- Added a floor debug mode
- Keyboard controls are a bit less shit
- Added basic generic skill and skill upgrade data structures which can be setup via XML (but not applied in-game, yet)
- Simplified SkillTree XML definition now that individual skill details are stored in the Skill XML data
- Skill tree UI now references the skill list for skill details not the Skill Tree data
- Increased size of player projectiles from 1 to 1.2
- Moved player ship weapon anchor to right arm
FOR FUCK SAKE monster test level
- Switched to one of the concept ship models
- Switched back to test ship 3
- Added test ship 4
- Merged skill system rework to Main now that it mostly works
FOR FUCK SAKE iteration on modular pieces/ fix seams
- Added support for additonal weapon anchors, started propper implementation of dual/multi wielding
FOR FUCK SAKE monster level elevation test
- More weapon work
- Weapons can now be equipped per-arm and have their own properties
- More weapon, item and dual wielding changes/fixes/improvements
- Monster themed arena rough test level
FOR FUCK SAKE monster placeholder assets
FOR FUCK SAKE shaderforge 1.06
- Added monster arena level to port menu
- Monster arena white box
- Added bowel bag enemy prefab
- Monster arena spawning work
- Fixed Power Ring not passing through enemies anymore
- Monster arena spawn changes
- Monster arena work and SpawnPhaseController.cs checkin
- Time Slow bubble added to object pooler so that it works again!
- Monster arena spawn work
- SpawnPhaseControllers can now start/stop spawning and chain phases together
- Ripple/distortion effects work again
- Reduced speed of Monster Arena enemies
- Spawners can now be set to make stuff they spawn grant 0 experience
- Fixed enemies shooting themselves ;)
- Made the temporary visual effects clearer/brigther for Timeslow/Power Ring
- BaseRadiusBlast can now do damage to anything in range
- Reworked the blast impact effect
- Made a grenade style weapon and blast effect
- WeaponItem now has more control over BaseLauncher properties
- Changed green goo gun behaviour
- UI screen navigation fixed, all can return to gameplay by pressing B