branchspaceshooter/maincancel

1,945 Commits over 578 Days - 0.14cph!

10 Years Ago
- More
10 Years Ago
- More de-shitting
10 Years Ago
- Changes to Move() and calls
10 Years Ago
- More movement cleanup. Removed EntitySeperator entirely
10 Years Ago
- 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.
10 Years Ago
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10 Years Ago
- Removed ReducedBackwardsSpeed and MoveForwards
10 Years Ago
- Started refactoring movement related code. Also removed DebugStickToFloor - don't think it's used?
10 Years Ago
- Fixed bug causing enemies to not do melee damage correctly - Fixed bug with BaseEntity not updating distance to player when not aware of player.
10 Years Ago
FOR FUCK SAKE camera prefab FOR FUCK SAKE shader
10 Years Ago
FOR FUCK SAKE factory prefab to fix weird bug
10 Years Ago
- Renamed shield pickub prefab to Shield instead of Energy - Shield pickup range now doubled to 150
10 Years Ago
- Large map view is now zoomed out further to show more of the level
10 Years Ago
- 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
10 Years Ago
FOR FUCK SAKE factory tiles prefab, fix holes and removed useless random props
10 Years Ago
- renamed player prefab to just PlayerShip and removed some old related code
10 Years Ago
- Boss fight fix
10 Years Ago
- Played missions are now tracked, and the mission generator will try to pick a new one, until it needs to recycle old ones
10 Years Ago
- Defaults
10 Years Ago
- 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.
10 Years Ago
- Increased chance of shield drops across all enemies/turrets/barrels - Added missing lootdrop/loottable components to some turrets
10 Years Ago
- Sort order of loading screen
10 Years Ago
- Rotating turrets now have 50% chance to rotate in either direction
10 Years Ago
- 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
10 Years Ago
- Fixed Booze Burner flamethrower effect kicking off everytime a room is activated
10 Years Ago
FOR FUCK SAKE textures !A wip 3d background camera
10 Years Ago
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10 Years Ago
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10 Years Ago
- 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
10 Years Ago
- Set player ship min map marker back to blue, and larger.
10 Years Ago
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10 Years Ago
- Fixed weapon anchor error
10 Years Ago
FOR FUCK SAKE playership cleaning/aiming laser FOR FUCK SAKE town with skubox
10 Years Ago
- Added a placeholder loading screen when starting a mission
10 Years Ago
- Playership now uses same minimap marker setup as everything else
10 Years Ago
- Model post processor now sets material name setting - 138 materials that got generated as a result
10 Years Ago
- Fixed the 1 pixel border on death screen
10 Years Ago
FOR FUCK SAKE background camera script, added a condition to avoid error spam
10 Years Ago
FOR FUCK SAKE planet prefab
10 Years Ago
FOR FUCK SAKE WIP planet FOR FUCK SAKE add light attenuation to subsurface shader !A simplex noise script !A planet script
10 Years Ago
- Steam app id
10 Years Ago
- 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
10 Years Ago
- Bouncers now show their own name instead of Booze Burner
10 Years Ago
- Fixed Money Bags enemy ability. It now sets the entities loot table to have 100% chance to drop cash (and doubles the cash value)
10 Years Ago
- more laser link wip testing
10 Years Ago
- Enemies no longer show on minimap
10 Years Ago
- 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
10 Years Ago
- BaseEntity can now set if it has a mini map marker and colour - Loot is no longer shown on the minimap
10 Years Ago
- 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)
10 Years Ago
- BaseEntities now have a ref to their minimap marker and markers are disabled by default (they don't get enabled at all....yet)