1,945 Commits over 578 Days - 0.14cph!
- Defaulted camera to 70 fov
FOR FUCK SAKE scaled playership by 1.3
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- Camera FOV test toggles
- Spikeys are more likely to move towards player
- Added a script to display turret names/type as labels in editor when editing rooms
- Added a laser turret tile to Rotorz (only setup as an individual tile so far)
- More factory room work
- More tool work, test rooms
- Hid a bunch of stuff in inspector for Room and RoomSpawner
- RoomSpawner is now a required component of Room so it gets autoadded
- Reworked prefab update tool some more
- Test room
- Deleted mission SO folder
- Removed TileEd scene and TileEd
FOR FUCK SAKE fix gate prefab
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- removed unused pathfinding plugin
- removed unused play maker
- Updated Particle Playground
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- Massive purge and rework of the way levels/areas are handled and levels built.
- Removed all the MissionBuilder stuff and integrated the relevant bits to LevelBuilder.
- Removed loads of mission shit that's not needed anymore to clean up the whole process.
- Removed some area flows and started to streamline the whole area setup shit too
PrefabLink can now specify a dungen TIleset to be automatically added to when tileset prefabs are built
- Removed all floor checks and references to floor height, always 0 now
- Work on prefab updating tool to work with Rotorz tile system
FOR FUCK SAKE rotorz data set
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FOR FUCK SAKE tileEd prefab
FOR FUCK SAKE tileEd prefab
FOR FUCK SAKE cleaning flies
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- Weapon definitions can now be set to not use ammo
- Picking up a weapon always equips it to slot 2
- Starter weapon set as not using ammo
- Disabled ammo drops for now
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- Fxied bomb blast effect looping and not getting destroyed
- Level loading screen fix
- Increased maximum zoom height of camera
- Fixed level names on level start screen
- Mortar spawned spikeys now have a 70% chance to move towards player per chance tick instead of 90%
- Fixed level up screen issues with rebuilt player prefab