1,945 Commits over 578 Days - 0.14cph!
- More ice level testing stuff
- New enemy type now has 100% chance of teleport ability, shoots revenge mortars
- Any entity can now be launched as a mortar, and mortar script is addded at launch by the MortarLauncher
- Removed specific mortar spikey prefab and replaced with an alternate, generic fast spikey prefab
- Mortar stuff refactoring
- Ice level enemy trest
- Some asteroid room rough tests
FOR FUCK SAKE template material for preview
FOR FUCK SAKE tile template tweak
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- Started Asteroid tileset / room / flow / archeteype / prefab setup stuff
- Reduced chance of bouncers spawning
- WIP bouncer rework (bigger, faster and with charge attack (needs wind-up still)
- Cocktail launcher now auto not single click
- Patchers now fire more aggresively
- Reduced amount of cash dropped from crates, but increased chance of cash drops over items/abilities
- Bit of BaseProjectile cleanup. If anything goes wrong it's probably this commit.
- Barrier/barricade ability now allows the player's projectiles to pass through
- Added WallHit delegate to BaseProjectile
- Buzzsaw now starts returning when it hits a wall
- Added remaining charges display to ability buttons
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FOR FUCK SAKE set pipe gate collider as convex
FOR FUCK SAKE wip glass for pipe entrance
FOR FUCK SAKE pipe gate collision
- Wall collision objects can now be flagged to be destroyed when the player hits them and they won't bounce off
- Buzzsaw now damages turrets correctly
- Scaled loot container prefab up 25% to be more visible
- Fixed enemy teleport effect
FOR FUCK SAKE fix static property on rotor
FOR FUCK SAKE change room E / rebuilt prefab
FOR FUCK SAKE minimap shader
FOR FUCK SAKE pipe gate, fixing glow colour/ aqdding force field
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FOR FUCK SAKE factory prefab fix uv
FOR FUCK SAKE modified all the pipe entrance to be bigger
!A new pipe piece
FOR FUCK SAKE rotorz prefab and room
- Fixed a gate lockin problem relating to branched paths
- Added some more room debug logging with pretty colours
- Added editor-mode gate open/close debug commands to G and H keys
- Reduced gate anim controller stats to 2, fixed gate issues
- Added example prefab of how to setup a destroyable object (doesn't have visual state for destroyed/damaged though)
- Some door/gate cleanup and debug
- Halved the lifetime of cash/xp pickups
- WIP map / teleport stuff
- Pressing C when playing from editor now toggles invulnerability for player
- Debug info
- Fixed rotors not spinning
- Updated rooms/prefabs
- Added new project version file
- Deleted project version file
FOR FUCK SAKE rotorz factorty tile and room, assigning proper door (still need to add the forcefield), setting up spawner, fixing some random stuff
- Added colored lines to scene view when in editor to show branch rooms and potential teleporter locations
- Changed the way gates/doorways are handled to work with the new DunGen changes.
- All gates connected to a room should now correctly unlock when the room is cleared
- Added a clickable error log message when a room has doorways with gate prefabs not defined
FOR FUCK SAKE base directional light
- Added DirectionalLight_Asteroid prefab to Factory1 scene
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- Fixed error with room update tool
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