1,945 Commits over 578 Days - 0.14cph!
- Added Room script to all Factory rooms
- Updated prefabs/scene
- Mission definitions can now set if their mission object locations use the screen-edge arrow navigation stuff or not
- BuildMission now spawns any mission specific objects across the level if required
- Mission system now works with collect missions
- Added a whitebox collect mission prefab
- Setup menu items for creating Collect missions
- Added collect mission scriptable object types
- Moved some spawn location stuff to SpawnLocations static class and added functions to find spawn locations per-room and per-level
- Started getting collection missions working
- Doubled max level generation attempts to 40
- Slightly changed the mission generation screen to show mission title and mission text
- Setup mission scriptable objects with Buck's text for booze tap and boss missions
FOR FUCK SAKE wall occlusion script to trigger near blur on DOF
FOR FUCK SAKE shader to renderproperly reflection
FOR FUCK SAKE boss room static reflection probe
FOR FUCK SAKE particle star material, switched to shader forge particle shader
FOR FUCK SAKE adding back pipe socket to dungen
- Logging the chosen seed again
- Updated to DunGen beta 2.7
- LevelBuilder now uses the new LengthMultiplier value of DunGen instead of modifying the length values myself
- Removed access to some old screens/features
- Reduced the cooldown timer of the first use of Booze Burner's flamethrower
- Patcher glue now has a 15 degree random angle offset
- Reworked radius blast stuff
- Enemy_Bomb now does area damage on detonate
- Projectiles can now have a random direction offset range
- Removed old blast stuff
- Added placeholder bomb projectile
- Projectiles can now decelerate
- Removed unused Patcher Glue prefab
- Slight refactor of projectiles
- Less Fantastic quality profile
- Quit button highlights to red
- Merged graphics options and escape/options menu UI to main
- Shader/image effects level is now saved and automatically applied to all cameras/scenes
- Moved vignette/analogue tv from high to medium
- Shader/image effect quality settings
- Tons of meta files ?
- Excluded some cheat stuff from build
- Fix for the resolution reverting to 720p
- Added a shittier quality profile
- Enemies start using abilities from the first level not the second now
- Put boss back to 3rd mission again ;)
- Dulled down the flash hit effect on TT
- TT mission now ends correctly
- Added shaders to settings
- Turretts typo fix in mission tracker
- Added anim event to launcher eject anim for when anim for camera shake
- Reduced size of TT's projectile
- Moved the boss to the 2nd mission so people can try it out more easily
FOR FUCK SAKE wall turret prefab and factory room with correct collision/minimap display
FOR FUCK SAKE boss room
!A model/animation
- Increased LootContainer's shield drop chance to 7%
- Bosses are now only generated on the 3rd mission of an area, so there'll be a boss fight after every 2 normal missions, through all the areas.
- Added BOSS text to mission generation screen to show the third mission will be a boss fight
- 3rd and 5th missions of an area are now boss fights, rest are normal
- Reorganised mission scriptable object folder to split normal missions from boss missions. (still under seperate Area folders)
- Rebuilt prefabs
- Increased speed of spikey thing
- Added an OnDestroyEntityAnimation which can be used to trigger entity state changes/animations on a list of entities when the obejct gets destroyed
- Changed beertap room fight so wall turrets spawn after each tap is destroyed
- Object pooler just always returns a new object for now
- Updated prefabs
- Halved the health of beer taps