2,200 Commits over 578 Days - 0.16cph!
- Equipment now loads starter items (starter blasters) if required (new save)
- Removed the hacky starter weapon items from town as they're auto equipped now
- Equipment can now return a random, unusued item
- Mission reward screen now shows a random item each time and it can be selected and then auto equipped
- Reward screen now picks and displays a random unused ability (with it's icon). It can it be selected, and is then auto equipped
- AbilityList now straight up swaps skills based on category when equipping
- Ability bar UI now only has the required amount of skill slots
- Finally removed the experience bar that hasn't been used for months from the gameplay UI
- Abilties are no longer randomly equipped per level (that was placeholder behaviour) and re-enabled save/load based on loadout
- Added GetRandomUnusedAbility() to AbilityList
- ObjectiveManager now has a flag set when a reward is waiting in town
- WIP placeholder mission reward UI screen
- Loose Cannon placeholder effect scale in tweak
- Fix for item models not loading correctly when entering a level
- Assigned weapon models to the current weapon defnitions
- Loose cannon now has 1-2 damage range
- Added a new weapon, Loose Cannon. Assault blaster weapon with burst spread fire.
- Weapon definitions now has access to launcher offset values
- Merged all the item/equipment changes back to main
- Can now set an effect prefab per weapon definition to be used as a muzzle/firing flash
- Weapon definitions now have link to projectile prefab and launchers initialised from a weapon use it instead of projectile name.
- Equipment now uses scriptable objects
- Reworked equipment loading/saving and simplified everything
- Deleted all the old character UI code + files
- More item work
- WIP refactoring of Equipment handling
- Ripped out loads more now unused stuff
- Launchers can now be set to be manually ticked
- Launchers are now set to manual tick when they're init'd from a WeaponSO
- Branching for WIP weapon/item improvements
- Added initial scriptable object classes for Items and Weapons
- Factory1 set to randomise seed again
- Scaled playership size from 1 to 1.3
- Camera zoom is capped to -250 for M/K
- New camera shake implementation
- Added camera shake to player weapon firing
- Replaced old shakes with new shakes everywhere else
- Camera lerpspeed is now 10 (same) for gamepad and increased to 50 for M/K
- Added a deadzone to outter circle of screen for camera extending with M/K
- Player deceleration tweak (4.5->6)
- Camera work for M/K mode
- Refactored camera code to make it easier to change behaviour based on input method
- Even more UI elements now use the auto toggle UI prompt functionality
- Changed Space Bar prompt text to Space Bar instead of just Space so thickos don't get confused by being in space and pressing a space bar
- Control select screen rewording
- Controls help panel in Town now reflects the current control scheme
- Shop can be exited with M/K
- Mouse cursor is now set as soon as M/K input is chosen at splash screen
- Options screen now works with mouse and has correct prompts based on input type
- Escape can now close the options menu (instead of just opening) in either control config
- Removed more debug forcing before meging back
- Uncommented some code from testing
- Added a crosshair curstor to M/K mode
- Disabled light cookie for aiming laser in M/K
- Disabled aiming laser in M/K
- More M/K tweaks
- Aiming laser now ends at cursor position and passes through everything when in M/K input mode
- Input controllers now set the global control type in their init
- Branched for more aiming/control work
- Split gamepad/kbmouse Poll functions to seperate classes
- PlayerShip now adds correct control component at startup based on chosen input type
- Changed the way mouse aiming is handled, now more accurate, less shit.
- Bit of PlayerShip code purge
- Fixed aiming laser bug, moved the code from coroutines to update
- Yeseterday's changes from p1