branchspaceshooter/maincancel

1,945 Commits over 578 Days - 0.14cph!

9 Years Ago
- Monster arena work and SpawnPhaseController.cs checkin
9 Years Ago
- Fixed Power Ring not passing through enemies anymore - Monster arena spawn changes
9 Years Ago
- Added bowel bag enemy prefab - Monster arena spawning work
9 Years Ago
- Added monster arena level to port menu - Monster arena white box
9 Years Ago
FOR FUCK SAKE shaderforge 1.06
9 Years Ago
FOR FUCK SAKE monster placeholder assets
9 Years Ago
- More weapon, item and dual wielding changes/fixes/improvements - Monster themed arena rough test level
9 Years Ago
- More weapon work - Weapons can now be equipped per-arm and have their own properties
9 Years Ago
- Item system work
9 Years Ago
FOR FUCK SAKE monster level elevation test
9 Years Ago
- Weapon changes
9 Years Ago
- Added support for additonal weapon anchors, started propper implementation of dual/multi wielding
9 Years Ago
FOR FUCK SAKE iteration on modular pieces/ fix seams
9 Years Ago
- Merged skill system rework to Main now that it mostly works
9 Years Ago
- Switched back to test ship 3 - Added test ship 4
9 Years Ago
- Switched to one of the concept ship models
9 Years Ago
FOR FUCK SAKE monster test level
9 Years Ago
- Increased size of player projectiles from 1 to 1.2 - Moved player ship weapon anchor to right arm
9 Years Ago
- New skill system test
9 Years Ago
- Simplified SkillTree XML definition now that individual skill details are stored in the Skill XML data - Skill tree UI now references the skill list for skill details not the Skill Tree data
9 Years Ago
- Keyboard controls are a bit less shit - Added basic generic skill and skill upgrade data structures which can be setup via XML (but not applied in-game, yet)
9 Years Ago
- Added a floor debug mode
9 Years Ago
- Lowered the amount speed reduction for flying backwards
9 Years Ago
- Trialing reduced player movement speed when flying "backwards"
9 Years Ago
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9 Years Ago
- More skill tree UI work, added vertical lines to skill unlock columns - Re-enabled player map-marker
9 Years Ago
- Skill tree icon images are now specified via XML - Started aligning skill tree elements - Added Skill Tree screen as a sub screen to the main UI so it can be navigated via the root controller
9 Years Ago
- Started placeholder UI screen for Skill trees. Auto-constructed from XML skill tree definitions.
9 Years Ago
- Started work on new skill tree data format and classes - Initial basic loading of skill trees from XML files - Added a test skilltree xml file
9 Years Ago
- Graphics settings now have real default values, not just everything turned off. (everything except vsync is enabled by default now) - Attempts to default to 1280x720 resoltuion until the player picks one in the settings menu - Disabled the Unity resoltuion/settings launcher
9 Years Ago
- Player->Enemy collision is now disabled while the player is boosting - Some settings changed because of RC2
9 Years Ago
- Trying out new movement for player - Added a placeholder ship model for testing
9 Years Ago
- Added movement collision spheres to some enemies - BaseEntities now check for collision with other entities - Player can collide with enemies again at last (ooops) - Deleted some old enemy prefabs
9 Years Ago
- BaseEntity can now call a delegate function on any listeners when it explodes - Added a BaseEntityExplodedDelegate class that can be attached to a BaseEntity to receive a notification when it has exploded - Added BowelBagExplodedDelegate which looks for other Bowel Bags in range when it explodes, and explodes those too
9 Years Ago
- LauncherBase now correctly sets it's default fire direction to transform.forward if nothing else is specified - More 1-2 playing
9 Years Ago
- Spawners can now be limited to X number of spawn cycles - Projectiles now follow the floor - More 3d level tests in 1-2
9 Years Ago
- Trying out some setpieces in 1-2
9 Years Ago
- Fixed minimap not working after scaling playership up
9 Years Ago
- Fix for zero vector error
9 Years Ago
- Reapplied antialising to Area1 cameras
9 Years Ago
- Made NFAA sm3 to fix build error when antialising component is attached to a camera
9 Years Ago
- Increased the player ship scale again slightly 1.3 to 1.5
9 Years Ago
- Reduced the player ship turning speed from 30 to 10 (visual change only, movement not affected)
9 Years Ago
- Player's projectiles now travel using the player ship's floor alignment at time of firing, so you can shoot up/down ramps etc without projectiles checking the floor mesh
9 Years Ago
- BaseMovement now caches the floor normal of the floor poly it's above - BaseMovement can now align it's owning BaseEntity to it's current floor mesh normal - CreateLevel now combines any individual Floor meshes into one collision mesh dynamically at runtime
9 Years Ago
- More level chunk experementation
9 Years Ago
- Fixed rotation issue
9 Years Ago
- Picked (badly) some placeholder colours for 1-2 test level
9 Years Ago
- Addec camera dummy for camera testing
9 Years Ago
- Made the player ship a little big bigger