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1,945 Commits over 578 Days - 0.14cph!

10 Years Ago
- Added Room script to all Factory rooms - Updated prefabs/scene
10 Years Ago
- 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
10 Years Ago
- back to normal
10 Years Ago
- 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
10 Years Ago
- Doubled max level generation attempts to 40
10 Years Ago
- 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
10 Years Ago
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
10 Years Ago
FOR FUCK SAKE adding back pipe socket to dungen
10 Years Ago
- Logging the chosen seed again
10 Years Ago
- Updated to DunGen beta 2.7 - LevelBuilder now uses the new LengthMultiplier value of DunGen instead of modifying the length values myself
10 Years Ago
- Removed access to some old screens/features
10 Years Ago
- Bit of cleanup
10 Years Ago
- Reduced the cooldown timer of the first use of Booze Burner's flamethrower
10 Years Ago
- Patcher glue now has a 15 degree random angle offset
10 Years Ago
- 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
10 Years Ago
- Added placeholder bomb projectile
10 Years Ago
- Projectiles can now decelerate - Removed unused Patcher Glue prefab
10 Years Ago
- Slight refactor of projectiles
10 Years Ago
- Less Fantastic quality profile
10 Years Ago
- Quit button highlights to red
10 Years Ago
- Merged graphics options and escape/options menu UI to main
10 Years Ago
- Shader/image effects level is now saved and automatically applied to all cameras/scenes
10 Years Ago
- Moved vignette/analogue tv from high to medium
10 Years Ago
- Shader/image effect quality settings - Tons of meta files ?
10 Years Ago
- Excluded some cheat stuff from build
10 Years Ago
- Fix for the resolution reverting to 720p
10 Years Ago
- Added a shittier quality profile
10 Years Ago
- shop panel tweak
10 Years Ago
- Shop help panel change
10 Years Ago
- Enemies start using abilities from the first level not the second now
10 Years Ago
- Put boss back to 3rd mission again ;)
10 Years Ago
- Dulled down the flash hit effect on TT
10 Years Ago
- Stuff
10 Years Ago
- TT mission now ends correctly
10 Years Ago
- Player pos fix
10 Years Ago
- Added shaders to settings
10 Years Ago
- Turretts typo fix in mission tracker
10 Years Ago
- Added anim event to launcher eject anim for when anim for camera shake - Reduced size of TT's projectile
10 Years Ago
- Moved the boss to the 2nd mission so people can try it out more easily
10 Years Ago
- TT boss fight fixes
10 Years Ago
FOR FUCK SAKE wall turret prefab and factory room with correct collision/minimap display
10 Years Ago
- WIP launch sequence
10 Years Ago
FOR FUCK SAKE boss room !A model/animation
10 Years Ago
- Increased LootContainer's shield drop chance to 7%
10 Years Ago
- 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
10 Years Ago
- 3rd and 5th missions of an area are now boss fights, rest are normal
10 Years Ago
- Reorganised mission scriptable object folder to split normal missions from boss missions. (still under seperate Area folders)
10 Years Ago
- 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
10 Years Ago
- Object pooler just always returns a new object for now
10 Years Ago
- Updated prefabs - Halved the health of beer taps