1,945 Commits over 578 Days - 0.14cph!
- Disabled move direction lookahead until it's better
- Purged camera and all related
- Added Dungen from Asset store. @ezmeow
FOR FUCK SAKE wall culling camera effect
!A factory gate model/texture
!A pipe asset
!u shader adding ambient light contibution
FOR FUCK SAKE shaderforge
FOR FUCK SAKE setup camera to 45 degres angle
FOR FUCK SAKE factory prefab
!u factory model (curvature tweak)
!A new test room prefab
▋ ▄▍▄ ▉▍▄▅▍▄ ▅▌▆▌ ▅▋▋▇▋▇█ ▇▌▄▇▊▆
!▅ ▆▉▄▇ ▍▋▅▆▌ (▇▌▅▋▉▇▋ ▉▆█▇)
!▊ ▇▇▋▋▅▍█ ▅▌▋▌▊/ ▌▍█▄▌▍█▊
!▍ ▍█▉▉▉▌▍ ▅▉▄▆▍▉/▌▅▆▉▋▋▋▄
FOR FUCK SAKE factory asset/wip prefab room
FOR FUCK SAKE factory asset
FOR FUCK SAKE prefab room B with test wall
!A new factory asset/texture/mat
FOR FUCK SAKE tweak room prefab
!A WIP wall
▍ ▇▇ ▇█▍▍▅▆ ▄▍▌▅ █▌▋▇▍▌▌█▅/▋▆▌▆▄ ▊█▍▅▊▍▆▆▆
▅█▇ ▄▌▅▊ ▋▆▇▌ ▄▄▅▇ ▇▉█▆▌/ ▉▅█▅ ▌▆▋▆▍▇
FOR FUCK SAKE factory asset cleaning
FOR FUCK SAKE factory prebab room work (breaking radial symmetry for quick variation by rotating the room by 180 degres)
FOR FUCK SAKE factory asset/prefab
FOR FUCK SAKE floor version prefab of the turret
!A new turret base
FOR FUCK SAKE factory asset
FOR FUCK SAKE turret
FOR FUCK SAKE factory asset/texture/prefab/material
FOR FUCK SAKE curved wall asset
FOR FUCK SAKE tweak texture/prefab
FOR FUCK SAKE cleaning asset
FOR FUCK SAKE factory asset/prefab (remade the wall modular asset, which probably create some prefab weirdness in other prefab for now)
- Area variant spawning tool now sets the Fill prefabs as the first child to make them easier to find
- Area variant spawning tool now maintains Fill prefab links so they can be easily editted and applied back
- Started level creation tools
- Test scene for tools
- Rotor collision prefab update
FOR FUCK SAKE wip room tweak/light test
FOR FUCK SAKE remove fog render in glass shader/ switch to specular model to avoid reflection glitch
FOR FUCK SAKE camera far clip to fix shadow artifact
FOR FUCK SAKE wip room prefab
FOR FUCK SAKE material
!A bespoke pipe asset
FOR FUCK SAKE test prefab room
FOR FUCK SAKE minimap shader / tweak minimap cam
FOR FUCK SAKE asset cleaning
FOR FUCK SAKE WIP prefab room
▄ ▅▍▌▉▄ ▅▊▇▌▉▊▉ ▄▉▇ ▍▇▋▊▄▄
FOR FUCK SAKE interior wall + collision
FOR FUCK SAKE texture and mat to make the hazard area more visible
FOR FUCK SAKE force update material texture
▋ ▅▅▍▆ ▉▉▆▊▇█ ▍▉▉▌▅▉▋█/▄▅▇▇█▇▌▅
!▄ ▍▉▍▆▉▇▆ ▄▆▉▋ ▅▌▊▄▅▍▇
▋█▅ ▄█▆▊ ▄▉█▌ ▊▊█ █▉▇▄ █▆▇▆▇ ▌▌ ▄▄▇▆ ▉▇▆█ ▄▅▋▌ ▌▅▊▉█▌▌▅
- Enemy structures now have a square minimap indiciator to differntiate from ships/enemies
- Minimap in minimised mode is now zoomed further out
- Increased size of enemy indicators on mini map
- Made an AreaBuilder script that will fill an area/room with a "Fill" section from a bunch of variants
- MissionBuilder now calls Build() on all AreaBuilders in a level before spawning enemies
- Some test rooms/fillers
- Anythign with CameraPull script attached is now considered by the camera
- Entity animation states can now be customised and have a default set and states customised via inspector
- Made a room template with a gate that gets closed when entering and opens when all turrets are destroyed
- Made a placeholder pipes-gate opening/closing animation
- New pipes gate prefab
- Set up pipes gate animation controller to use the state setup for the animation trigger code
- Spinning rotor blades in Pipes areas now hurt the player
- Moved player death/deletion code to a central place
- More whitebox level work
FOR FUCK SAKE wip wall interior model / tweak texture compression
- Moved control of enemy pack spawn count to the SpawnLocation component where it should have been all along, so enemy pack size can be controller per level instead of per-pack.