1,945 Commits over 578 Days - 0.14cph!
- Adding mission type name as temporary mission description/story text
- The highest area/level reached can now be tracked
- Mission select screen now picks a random mission type for the current area/level (only visually atm) and lets you start the level
- Mission select UI work
- Removed the skill point notification panel
FOR FUCK SAKE more prefab update
FOR FUCK SAKE fixing material issue
FOR FUCK SAKE rebuilt prefab with correct model
- Mission select loads 1-1 by default so Thai can still get to it
- Mission select screen work
- Removed recall ability and related assets
- Started making the new mission select panel work
- More mission select WIP
- New mission select screen WIP
- Changed the way objectives are handled/displayed
FOR FUCK SAKE asset factory
FOR FUCK SAKE factory asset with remade collision/rework on fixing some prefab (some collision still broken due to prefab mess up)
- Target health bar works again (converting all damage to integers broke it)
- Made basic plasma projectile chunkier
- Tweaked the starting weapons that are available on the floor in town (placeholder way to get them)
- Death is now permanent and dumps you back to the title (until there's a propper death screen)
- Added a fullscreen red flash when player is hit
- Health/shield bars are now large and flash when losing a block
- Health/shield bars blocks now have empty states
- Added a temporary flash hit effect to the playership when you lose a block of health/shield
- The player is now invulnerable for 1.5 seconds after getting hit
- Added shield to player
- Replaced health/energy bars with new block style health and shield bars
FOR FUCK SAKE textures asset
- Ghetto converted damage types to int
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- Title screen reworked/simpliefied. Now also only has 1 character slot. Pressing A either starts a new game or continues.
- Spawn timing changes for capture points and added turrets to spawn table
- Capture mission spawn waves
- Fixed LevelSpawnItem to correctly position items when they don't have a BaseEntity attached
- Made capture mission spawner pick 3 capture locations from the available options
- Removed some debug spam
- Capture mission spawners
- Setting up new capture missions in whitebox level
- Capture missions now check for completion
- More capture objective work
- Capture locations can now be captured
- Made whitebox prefab for Capture location object
- Started new Capture mission type
- Started filling whitebox level with spawns