1,945 Commits over 578 Days - 0.14cph!
- Phase1 of turret cleanup/rework:
- Made the three types of turrets in TT boss fight their own prefabs so they never get fucked
- Fixed some stuff in TT boss fight
- TT mission is fucked and can't debug it
- Level building code work.
- Rebuilt all prefabs
- Testing runtime turret spawning
- Laser turret test
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- Removed forced mission debug
- Added LevelSkin component (only materials for now) and some test mats
- Changed main PlayerShipCamera prefab X and Z offsets to -137.5
FOR FUCK SAKE maya source scene
FOR FUCK SAKE background script to randomize turbulance/adding constellation placement
!A basic sky shader for reflection
FOR FUCK SAKE background shader for constellation
FOR FUCK SAKE space textures/material
FOR FUCK SAKE shaderforge
FOR FUCK SAKE asteroid prefab
!A constellation placement prefab
- Player and enemy movement collision fix / improvement
- Money Bags enemy ability
- MissionBuilder now picks a random room for any mission objects that need to be spawned, to make sure they're spread out through the level
- WIP enemy roaming (disabled)
- Moved a bunch of stuff from RoomSpawner to Room
- Room now contains a list of all the spawn location components, and they're no longer destroyed at level gen
- Added a LevelComponent which gets added at runtime and builds lists of all room obejcts and Room components
- Fixed editor time NRE with enemy abilities
- Boomerang now hits a maximum of 3 targets (upgradeable later?)
- Boomerang now ignores invulnerable targets
- Renamed BuildMission to MissionBuilder and all calls to it
- more code purge / cleanup
- Enemies no longer drop the old, unused items
- Enemies with healing ability no longer target themselves
- Boomerang glitch fix
- Added function to EnemyAbilityManager to return the names of all chosen abilities
- Mission generation screen now shows the names of the randomly chosen enemy abilities for the mission
- Increased chance of enemies having special abilitites from 10 -> 20 percent
- Upto 3 random enemy abilities are now picked per mission (there's only 2 ingame at the moment though!)
- Fixed bug with enemies not healing properly
- BaseEntities now have an Invulnerable flag
- Changed the way enemy shield ability works, it now applies Invulnerable flag instead of using a collision blocker as the shield
- Removed debug forced mission in Factory1
- Added AggroUtils static class
- When an enemy is near to/shot by the player, anything in a radius is auto aggrod. (800 range atm)
- Boomerang now flies in the aiming direction, and bounces between anything in-range, checking the dot product of first enemy hit to make sure aiming still matters (it won't fly off in the opposite direction of aiming, even if there's something closer there)
FOR FUCK SAKE asteroid model/ optim /prefab/particle/collision/texture
- Set turret colliders to trigger
- Rebuilt prefabs
- Missions now have a DepthBudgetMultiplier, which can be used to modify the spawn budget of a room the deeper into the level it is. (so levels now get harder the further you get)
- Placeholder collect item update
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- Removed some shit from town scene
- LevelBuilder now waits until the next frame, after receiving level generation success event, before setting up the mission to work around the DunGen beta issue
- Can no longer damage off-screen stuff
- Can now specify a range that mission objects will start to be tracked by the on screen arrows. Once "discovered" an item will always be tracked, regardless of distance.
- Collect mission now hides arrows until items are nearby
- Lowered the minimum amount of cash enemies/crates can drop to increase the variety
- Massively increased the range of coin suck-in
- Added a very small random delay before suck-in activates so you can see coins before they're sucked in now the range is bigger
- Placeholder collect item made a bit more obvious with rotation and can now be collected
- LevelBuilder now calls initialise on each room's Room script, which then handles it's own initialisation of spawners etc