repospaceshootercancel

2,200 Commits over 578 Days - 0.16cph!

9 Years Ago
- 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
9 Years Ago
- 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
9 Years Ago
- 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
9 Years Ago
- Abilties are no longer randomly equipped per level (that was placeholder behaviour) and re-enabled save/load based on loadout
9 Years Ago
- Added GetRandomUnusedAbility() to AbilityList
9 Years Ago
- Reward screen progress
9 Years Ago
- ObjectiveManager now has a flag set when a reward is waiting in town - WIP placeholder mission reward UI screen
9 Years Ago
- Loose Cannon placeholder effect scale in tweak
9 Years Ago
- Fix for item models not loading correctly when entering a level
9 Years Ago
- Assigned weapon models to the current weapon defnitions
9 Years Ago
- Loose cannon now has 1-2 damage range
9 Years Ago
- Added a new weapon, Loose Cannon. Assault blaster weapon with burst spread fire. - Weapon definitions now has access to launcher offset values
9 Years Ago
- Merged all the item/equipment changes back to main
9 Years Ago
- Can now set an effect prefab per weapon definition to be used as a muzzle/firing flash
9 Years Ago
- Weapon definitions now have link to projectile prefab and launchers initialised from a weapon use it instead of projectile name.
9 Years Ago
- More item reworking
9 Years Ago
- Equipment now uses scriptable objects - Reworked equipment loading/saving and simplified everything
9 Years Ago
- Deleted all the old character UI code + files - More item work
9 Years Ago
- WIP refactoring of Equipment handling - Ripped out loads more now unused stuff
9 Years Ago
- Launchers can now be set to be manually ticked - Launchers are now set to manual tick when they're init'd from a WeaponSO
9 Years Ago
- More
9 Years Ago
- Branching for WIP weapon/item improvements
9 Years Ago
- Added initial scriptable object classes for Items and Weapons
9 Years Ago
- Factory1 set to randomise seed again
9 Years Ago
- Scaled playership size from 1 to 1.3
9 Years Ago
- Camera zoom is capped to -250 for M/K
9 Years Ago
- Test 2
9 Years Ago
- Repo test
9 Years Ago
- New camera shake implementation - Added camera shake to player weapon firing - Replaced old shakes with new shakes everywhere else
9 Years Ago
- 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
9 Years Ago
- Title change
9 Years Ago
- Player deceleration tweak (4.5->6)
9 Years Ago
- Town scene cleanup
9 Years Ago
- Camera work for M/K mode
9 Years Ago
- Refactored camera code to make it easier to change behaviour based on input method
9 Years Ago
- Even more UI elements now use the auto toggle UI prompt functionality
9 Years Ago
- 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
9 Years Ago
- Control select screen rewording
9 Years Ago
- Controls help panel in Town now reflects the current control scheme
9 Years Ago
- Shop can be exited with M/K
9 Years Ago
- Mouse cursor is now set as soon as M/K input is chosen at splash screen
9 Years Ago
- 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
9 Years Ago
- Merged back to main
9 Years Ago
- Removed more debug forcing before meging back
9 Years Ago
- Uncommented some code from testing
9 Years Ago
- 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
9 Years Ago
- 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
9 Years Ago
- Branched for more aiming/control work
9 Years Ago
- 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
9 Years Ago
- Fixed aiming laser bug, moved the code from coroutines to update - Yeseterday's changes from p1