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1,945 Commits over 578 Days - 0.14cph!

9 Years Ago
- Added Room script to all Factory rooms - Updated prefabs/scene
9 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
9 Years Ago
- back to normal
9 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
9 Years Ago
- Doubled max level generation attempts to 40
9 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
9 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
9 Years Ago
FOR FUCK SAKE adding back pipe socket to dungen
9 Years Ago
- Logging the chosen seed again
9 Years Ago
- Updated to DunGen beta 2.7 - LevelBuilder now uses the new LengthMultiplier value of DunGen instead of modifying the length values myself
9 Years Ago
- Removed access to some old screens/features
9 Years Ago
- Bit of cleanup
9 Years Ago
- Reduced the cooldown timer of the first use of Booze Burner's flamethrower
9 Years Ago
- Patcher glue now has a 15 degree random angle offset
9 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
9 Years Ago
- Added placeholder bomb projectile
9 Years Ago
- Projectiles can now decelerate - Removed unused Patcher Glue prefab
9 Years Ago
- Slight refactor of projectiles
9 Years Ago
- Less Fantastic quality profile
9 Years Ago
- Quit button highlights to red
9 Years Ago
- Merged graphics options and escape/options menu UI to main
9 Years Ago
- Shader/image effects level is now saved and automatically applied to all cameras/scenes
9 Years Ago
- Moved vignette/analogue tv from high to medium
9 Years Ago
- Shader/image effect quality settings - Tons of meta files ?
9 Years Ago
- Excluded some cheat stuff from build
9 Years Ago
- Fix for the resolution reverting to 720p
9 Years Ago
- Added a shittier quality profile
9 Years Ago
- shop panel tweak
9 Years Ago
- Shop help panel change
9 Years Ago
- Enemies start using abilities from the first level not the second now
9 Years Ago
- Put boss back to 3rd mission again ;)
9 Years Ago
- Dulled down the flash hit effect on TT
9 Years Ago
- Stuff
9 Years Ago
- TT mission now ends correctly
9 Years Ago
- Player pos fix
9 Years Ago
- Added shaders to settings
9 Years Ago
- Turretts typo fix in mission tracker
9 Years Ago
- Added anim event to launcher eject anim for when anim for camera shake - Reduced size of TT's projectile
9 Years Ago
- Moved the boss to the 2nd mission so people can try it out more easily
9 Years Ago
- TT boss fight fixes
9 Years Ago
FOR FUCK SAKE wall turret prefab and factory room with correct collision/minimap display
9 Years Ago
- WIP launch sequence
9 Years Ago
FOR FUCK SAKE boss room !A model/animation
9 Years Ago
- Increased LootContainer's shield drop chance to 7%
9 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
9 Years Ago
- 3rd and 5th missions of an area are now boss fights, rest are normal
9 Years Ago
- Reorganised mission scriptable object folder to split normal missions from boss missions. (still under seperate Area folders)
9 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
9 Years Ago
- Object pooler just always returns a new object for now
9 Years Ago
- Updated prefabs - Halved the health of beer taps