branchspaceshooter/maincancel

1,945 Commits over 578 Days - 0.14cph!

10 Years Ago
- Camera changes
10 Years Ago
- Disabled move direction lookahead until it's better
10 Years Ago
- Purged camera and all related
10 Years Ago
- Added Dungen from Asset store. @ezmeow
10 Years Ago
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
10 Years Ago
FOR FUCK SAKE setup camera to 45 degres angle
10 Years Ago
FOR FUCK SAKE factory prefab !u factory model (curvature tweak) !A new test room prefab
10 Years Ago
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10 Years Ago
FOR FUCK SAKE factory asset/wip prefab room
10 Years Ago
FOR FUCK SAKE factory asset FOR FUCK SAKE prefab room B with test wall !A new factory asset/texture/mat
10 Years Ago
FOR FUCK SAKE tweak room prefab !A WIP wall
10 Years Ago
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10 Years Ago
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)
10 Years Ago
FOR FUCK SAKE factory asset/prefab
10 Years Ago
FOR FUCK SAKE floor version prefab of the turret !A new turret base FOR FUCK SAKE factory asset
10 Years Ago
FOR FUCK SAKE turret FOR FUCK SAKE factory asset/texture/prefab/material
10 Years Ago
FOR FUCK SAKE curved wall asset FOR FUCK SAKE tweak texture/prefab
10 Years Ago
FOR FUCK SAKE cleaning asset
10 Years Ago
FOR FUCK SAKE factory asset/prefab (remade the wall modular asset, which probably create some prefab weirdness in other prefab for now)
10 Years Ago
- Area variant spawning tool now sets the Fill prefabs as the first child to make them easier to find
10 Years Ago
- Area variant spawning tool now maintains Fill prefab links so they can be easily editted and applied back
10 Years Ago
- Started level creation tools - Test scene for tools - Rotor collision prefab update
10 Years Ago
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10 Years Ago
FOR FUCK SAKE wip room tweak/light test
10 Years Ago
FOR FUCK SAKE remove fog render in glass shader/ switch to specular model to avoid reflection glitch
10 Years Ago
FOR FUCK SAKE camera far clip to fix shadow artifact FOR FUCK SAKE wip room prefab FOR FUCK SAKE material !A bespoke pipe asset
10 Years Ago
FOR FUCK SAKE test prefab room
10 Years Ago
FOR FUCK SAKE minimap shader / tweak minimap cam
10 Years Ago
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10 Years Ago
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10 Years Ago
FOR FUCK SAKE asset cleaning
10 Years Ago
FOR FUCK SAKE WIP prefab room
10 Years Ago
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10 Years Ago
- RoomB and Fill1
10 Years Ago
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10 Years Ago
FOR FUCK SAKE interior wall + collision
10 Years Ago
10 Years Ago
FOR FUCK SAKE texture and mat to make the hazard area more visible
10 Years Ago
FOR FUCK SAKE force update material texture
10 Years Ago
▋ ▅▅▍▆ ▉▉▆▊▇█ ▍▉▉▌▅▉▋█/▄▅▇▇█▇▌▅ !▄ ▍▉▍▆▉▇▆ ▄▆▉▋ ▅▌▊▄▅▍▇ ▋█▅ ▄█▆▊ ▄▉█▌ ▊▊█ █▉▇▄ █▆▇▆▇ ▌▌ ▄▄▇▆ ▉▇▆█ ▄▅▋▌ ▌▅▊▉█▌▌▅
10 Years Ago
- Enemy structures now have a square minimap indiciator to differntiate from ships/enemies
10 Years Ago
- Minimap in minimised mode is now zoomed further out - Increased size of enemy indicators on mini map
10 Years Ago
- 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
10 Years Ago
- Anythign with CameraPull script attached is now considered by the camera
10 Years Ago
- 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
10 Years Ago
- 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
10 Years Ago
- Spinning rotor blades in Pipes areas now hurt the player - Moved player death/deletion code to a central place - More whitebox level work
10 Years Ago
FOR FUCK SAKE wip wall interior model / tweak texture compression
10 Years Ago
Area2_WIP
10 Years Ago
- 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.