branchspaceshooter/maincancel

1,945 Commits over 578 Days - 0.14cph!

9 Years Ago
- Camera changes
9 Years Ago
- Disabled move direction lookahead until it's better
9 Years Ago
- Purged camera and all related
9 Years Ago
- Added Dungen from Asset store. @ezmeow
9 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
9 Years Ago
FOR FUCK SAKE setup camera to 45 degres angle
9 Years Ago
FOR FUCK SAKE factory prefab !u factory model (curvature tweak) !A new test room prefab
9 Years Ago
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9 Years Ago
FOR FUCK SAKE factory asset/wip prefab room
9 Years Ago
FOR FUCK SAKE factory asset FOR FUCK SAKE prefab room B with test wall !A new factory asset/texture/mat
9 Years Ago
FOR FUCK SAKE tweak room prefab !A WIP wall
9 Years Ago
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9 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)
9 Years Ago
FOR FUCK SAKE factory asset/prefab
9 Years Ago
FOR FUCK SAKE floor version prefab of the turret !A new turret base FOR FUCK SAKE factory asset
9 Years Ago
FOR FUCK SAKE turret FOR FUCK SAKE factory asset/texture/prefab/material
9 Years Ago
FOR FUCK SAKE curved wall asset FOR FUCK SAKE tweak texture/prefab
9 Years Ago
FOR FUCK SAKE cleaning asset
9 Years Ago
FOR FUCK SAKE factory asset/prefab (remade the wall modular asset, which probably create some prefab weirdness in other prefab for now)
9 Years Ago
- Area variant spawning tool now sets the Fill prefabs as the first child to make them easier to find
9 Years Ago
- Area variant spawning tool now maintains Fill prefab links so they can be easily editted and applied back
9 Years Ago
- Started level creation tools - Test scene for tools - Rotor collision prefab update
9 Years Ago
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9 Years Ago
FOR FUCK SAKE wip room tweak/light test
9 Years Ago
FOR FUCK SAKE remove fog render in glass shader/ switch to specular model to avoid reflection glitch
9 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
9 Years Ago
FOR FUCK SAKE test prefab room
9 Years Ago
FOR FUCK SAKE minimap shader / tweak minimap cam
9 Years Ago
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9 Years Ago
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9 Years Ago
FOR FUCK SAKE asset cleaning
9 Years Ago
FOR FUCK SAKE WIP prefab room
9 Years Ago
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9 Years Ago
- RoomB and Fill1
9 Years Ago
▉ ▊▋█▌▅▅▆ ▅▍▊▉▇
9 Years Ago
FOR FUCK SAKE interior wall + collision
9 Years Ago
9 Years Ago
FOR FUCK SAKE texture and mat to make the hazard area more visible
9 Years Ago
FOR FUCK SAKE force update material texture
9 Years Ago
▋ ▅▅▍▆ ▉▉▆▊▇█ ▍▉▉▌▅▉▋█/▄▅▇▇█▇▌▅ !▄ ▍▉▍▆▉▇▆ ▄▆▉▋ ▅▌▊▄▅▍▇ ▋█▅ ▄█▆▊ ▄▉█▌ ▊▊█ █▉▇▄ █▆▇▆▇ ▌▌ ▄▄▇▆ ▉▇▆█ ▄▅▋▌ ▌▅▊▉█▌▌▅
9 Years Ago
- Enemy structures now have a square minimap indiciator to differntiate from ships/enemies
9 Years Ago
- Minimap in minimised mode is now zoomed further out - Increased size of enemy indicators on mini map
9 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
9 Years Ago
- Anythign with CameraPull script attached is now considered by the camera
9 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
9 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
9 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
9 Years Ago
FOR FUCK SAKE wip wall interior model / tweak texture compression
9 Years Ago
Area2_WIP
9 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.