1,945 Commits over 578 Days - 0.14cph!
- Changes to Move() and calls
- More movement cleanup. Removed EntitySeperator entirely
- Moved movement speed modifier tracking/applying to a new component, MovementSpeedModifiers that gets added only if a speed modifier is applied for the first time.
█ ▋▄▍▉▍▋ █▄▉▋▌ ▉▍▌ ▅▋▄▊▄ ▇▊▍ ▊▍▉▇ ▆▉▊▄▆ ▌█▆▋▋▌▆
- Removed ReducedBackwardsSpeed and MoveForwards
- Started refactoring movement related code. Also removed DebugStickToFloor - don't think it's used?
- Fixed bug causing enemies to not do melee damage correctly
- Fixed bug with BaseEntity not updating distance to player when not aware of player.
FOR FUCK SAKE camera prefab
FOR FUCK SAKE shader
FOR FUCK SAKE factory prefab to fix weird bug
- Renamed shield pickub prefab to Shield instead of Energy
- Shield pickup range now doubled to 150
- Large map view is now zoomed out further to show more of the level
- Missile testing
- Added missile prefab and missile blast prefab
- Added missile turret and missile hatch turret
- Added missile turrets to large rooms in Factory tileset
- Rebuillt factory tileset prefabs
FOR FUCK SAKE factory tiles prefab, fix holes and removed useless random props
- renamed player prefab to just PlayerShip and removed some old related code
- Played missions are now tracked, and the mission generator will try to pick a new one, until it needs to recycle old ones
- Camera changes: Camera will now only go higher when there's enemies around, not dip back down. When no enemies remain, 5 second timer before camera lowers to default position. Fixed a bug where the player's own position was included in entity position tracking list.
- Increased chance of shield drops across all enemies/turrets/barrels
- Added missing lootdrop/loottable components to some turrets
- Sort order of loading screen
- Rotating turrets now have 50% chance to rotate in either direction
- EntityAnimation now broadcasts a message when it BaseEntity is activated or deactivated
- Laserbeam turrets now flash when activating and don't hurt the player until they're fully armed
- Fixed Booze Burner flamethrower effect kicking off everytime a room is activated
FOR FUCK SAKE textures
!A wip 3d background camera
▄ █▍▍ ▅▌▋▆▋▄ ▊▋▇▅▍ █▊▉▉▍▊ (▉▌▉▌▆▋▊▅▄▊█ █▄▅▋ ▇▉ ▉▇▉▆▊█▇)
▉▆▍ ▅▍▇▍ ▇▇██ ▊▇▅▍▅▄▅ ▊█▆▆▆ ▍▆▄▄ ▍▆▇█▍█▅
▇▄▋ ▉▅▊▋ ▄▅▊▋ ▄▍█▊▆█▄▍▍▅ ▆▍▍▍▌▇
▍▅▍ ▍▉▆▅ ▋▍▇▉ ▍▄▋▅▅▊▆▅▄▊▇ ▍▌▇▍█▄ (▅▄▌▊▇▇▌ ▍▅▋▆▌ ▌▊▋ ▌▍▅▍▆▄▅ ▇▊▋▋▋▉▅ ▅▉▉ ▌▅▊▌█)
!▍ ▉▊▍▅▄ ▍▄▇▆▍▊▅
- Added OnHealthEntityAnimation to toggle different entity animations based on varying health values of a BaseEntity
- Reworked the Beertaps goal room. Turrets now spawn at 90 and 60% tap health and all taps share a combined health.
- Rebuilt prefabs/tileset
- Set player ship min map marker back to blue, and larger.
- Fixed weapon anchor error
FOR FUCK SAKE playership cleaning/aiming laser
FOR FUCK SAKE town with skubox
- Added a placeholder loading screen when starting a mission
- Playership now uses same minimap marker setup as everything else
- Model post processor now sets material name setting
- 138 materials that got generated as a result
- Fixed the 1 pixel border on death screen
FOR FUCK SAKE background camera script, added a condition to avoid error spam
FOR FUCK SAKE planet prefab
FOR FUCK SAKE WIP planet
FOR FUCK SAKE add light attenuation to subsurface shader
!A simplex noise script
!A planet script
- Added BaseEntityCollider script that can be used to forward hit messages to the owning BaseEntity, so a single BaseEntity can have multiple hit colliders
- Both ends of the LaserLink can now receive damage
- Bouncers now show their own name instead of Booze Burner
- Fixed Money Bags enemy ability. It now sets the entities loot table to have 100% chance to drop cash (and doubles the cash value)
- more laser link wip testing
- Enemies no longer show on minimap
- Player is now blue on minimap
- Collect mission objectives are now shown on minimap as larger yellow dots
- Increased size of enemy minimap markers
- The smaller minimap view is now zoomed out further so you don't have to check the full size map as often
- Mission objects now get added to their rooms RoomSpawner tracking
- BaseEntity can now set if it has a mini map marker and colour
- Loot is no longer shown on the minimap
- Minimap markers are now only set visible the first time a player enters a room
- RoomSpawner now has separate lists of enemies and non-enemy entities that it spawns (and a combined list)
- BaseEntities now have a ref to their minimap marker and markers are disabled by default (they don't get enabled at all....yet)