branchspaceshooter/maincancel

1,945 Commits over 578 Days - 0.14cph!

10 Years Ago
- New lives start with max shields (3) instead of 2
10 Years Ago
- Map UI tip fix
10 Years Ago
- Reduced chance of laser room J spawning - New prefabs as it keeps saying they're changed
10 Years Ago
- Updated InControl and made everything work again
10 Years Ago
- Fixed a new bug with abilities not doing the correct amount of damage when firing a projectile - Fixed boomerang not doing damage
10 Years Ago
- Boomerang cooldown set to 7 seconds - Time slow shield cooldown set to 7 seconds
10 Years Ago
- Fixed bug with abilities starting on cooldown when first assigned
10 Years Ago
- Added a new Speed Boost ability, grants 50% speed/accel for 5 seconds, 15 sec cooldown. - Movement modifiers are no longer capped at 100% - Added a new ability category, Speed -
10 Years Ago
- Time slow shield size increased and speed reduced
10 Years Ago
FOR FUCK SAKE rebuilt factory room prefab to fix weird room
10 Years Ago
FOR FUCK SAKE all factory wall asset with back wall
10 Years Ago
- Projectiles can now be set to allow zero velocity - Timeslow shield changed: It will now move in the initial direction of the shoot stick if the player is firing or will remain stationary if the shoot stick is not being aimed
10 Years Ago
- Ability scriptable objects now have link to the abilty prefab - Ability SOs now launch/init abilities - Removed more old stuff
10 Years Ago
- More rework/cleanup
10 Years Ago
- More cleanup. - Ability buttons now restart their cooldown when their ability is set/changed
10 Years Ago
- Ability UI buttons all now just use one button prefab, and set to disabled/blank when not in use
10 Years Ago
- AbilityList now loads all ability ScriptableObjects automatically from the folders at startup - Ability UI buttons are now initialised from ability scriptable objects, including icon, button text, cooldown etc
10 Years Ago
- Refactoring ability button/activation/UI stuff - Deleteing old/unusued ability stuff
10 Years Ago
- Ability system reworking
10 Years Ago
- more
10 Years Ago
- Changed Factory1 defaults
10 Years Ago
FOR FUCK SAKE factory tileset scene
10 Years Ago
- force
10 Years Ago
FOR FUCK SAKE factory prefab so ceiling cast shadow from directional light
10 Years Ago
- Ground work for ability system rework. Added scriptable object setup stuff.
10 Years Ago
- Room code cleanup
10 Years Ago
- Tileset lights are now enabled/disabled as you move through rooms
10 Years Ago
- Room now has a reference to it's tileset's light prefab and also the instance of it - LevelBuilder now builds a dictionary of needed and spawned tileset lights and assigns Rooms their light instances
10 Years Ago
- Added some flows + archetypes for asteroids and factoryasteroids
10 Years Ago
- Space Chunks
10 Years Ago
- Starting weapon hack fix for town weapon positions
10 Years Ago
- Removed the what's new welcome screen in town.
10 Years Ago
- Reduced branched factory length to 6 from 7
10 Years Ago
- DunGen flows are now selected by the mission scriptable object definition - Reorganized flow/archetypes folders
10 Years Ago
- LevelBuilder now spawns lights from any used tileset in the level. One unique light per tileset. Lights spawn disabled for now.
10 Years Ago
- Asteroid tileset rebuild
10 Years Ago
- Prefab building tool now processes any lights with PrefabLink first, taking the last light as the light prefab to use for the whole tileset (should only be one directional light with a PrefabLink script in a tileset). It then updates the rest of the prefab links in the tile set scene and sets any Room prefabs with a link to the prefab for the light used. - Rebuilt Factory prefabs - Rebuilt Asteroid prefabs
10 Years Ago
- Added the light from the asteroid test scene to the asteroid tileset scene and made it a prefab link
10 Years Ago
- Added RoomType enum to Room - Set factory rooms to Indoor and Asteroid room to Outdoor - Rebuilt tileset prefabs
10 Years Ago
- Added RoomSpawner script to ice room and added a single spawn point so level building doesn't fail for testing
10 Years Ago
FOR FUCK SAKE factory prefab for doorway position/ added room component on asteroid tile
10 Years Ago
FOR FUCK SAKE tile prefab, putting doorway at 0 in Y
10 Years Ago
- Temp fix for cam background
10 Years Ago
- Entity wander now wanders more frequently :)
10 Years Ago
- EntityWander now rejects any target positions that aren't in it's Entity's parent room
10 Years Ago
- Fixed a height bug with EntityWander
10 Years Ago
- Basic enemy roaming when not aware of player
10 Years Ago
FOR FUCK SAKE aiming laser material to be more visible
10 Years Ago
FOR FUCK SAKE missiles prefab, first pass fx
10 Years Ago
- Majorly reworked more movement stuff. Completely removed BaseEnemyMovement component. BaseMovement is now purely resposinble for providing movement and collision functionality, driven by new AI components or player controls. - Removed BaseEnemyMovement script from all enemies, now just has BaseMovement - Added the new basic enemy AI component to all enemies and transferred behaviour settings that used to exist in BaseEnemyMovement